X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=plugins%2Fmd3model%2Fmodel.h;h=ee76006494978a9b94b6d24376619ba0820fe527;hb=8bc246a01343d9c9dd3a8b678681710cf04a2953;hp=1b41e16123ca0b59c8a648b266f33136b9e5f1f7;hpb=107765f0e4b543dfc346851ee5b4605cc17eb1c6;p=xonotic%2Fnetradiant.git diff --git a/plugins/md3model/model.h b/plugins/md3model/model.h index 1b41e161..ee760064 100644 --- a/plugins/md3model/model.h +++ b/plugins/md3model/model.h @@ -1,25 +1,25 @@ /* -Copyright (C) 2001-2006, William Joseph. -All Rights Reserved. + Copyright (C) 2001-2006, William Joseph. + All Rights Reserved. -This file is part of GtkRadiant. + This file is part of GtkRadiant. -GtkRadiant is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or -(at your option) any later version. + GtkRadiant is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. -GtkRadiant is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. + GtkRadiant is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. -You should have received a copy of the GNU General Public License -along with GtkRadiant; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -*/ + You should have received a copy of the GNU General Public License + along with GtkRadiant; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + */ -#if !defined(INCLUDED_MODEL_H) +#if !defined( INCLUDED_MODEL_H ) #define INCLUDED_MODEL_H #include "cullable.h" @@ -40,604 +40,532 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA class VectorLightList : public LightList { - typedef std::vector Lights; - Lights m_lights; +typedef std::vector Lights; +Lights m_lights; public: - void addLight(const RendererLight& light) - { - m_lights.push_back(&light); - } - void clear() - { - m_lights.clear(); - } - void evaluateLights() const - { - } - void lightsChanged() const - { - } - void forEachLight(const RendererLightCallback& callback) const - { - for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i) - { - callback(*(*i)); - } - } +void addLight( const RendererLight& light ){ + m_lights.push_back( &light ); +} +void clear(){ + m_lights.clear(); +} +void evaluateLights() const { +} +void lightsChanged() const { +} +void forEachLight( const RendererLightCallback& callback ) const { + for ( Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i ) + { + callback( *( *i ) ); + } +} }; -inline VertexPointer vertexpointer_arbitrarymeshvertex(const ArbitraryMeshVertex* array) -{ - return VertexPointer(VertexPointer::pointer(&array->vertex), sizeof(ArbitraryMeshVertex)); +inline VertexPointer vertexpointer_arbitrarymeshvertex( const ArbitraryMeshVertex* array ){ + return VertexPointer( VertexPointer::pointer( &array->vertex ), sizeof( ArbitraryMeshVertex ) ); } -inline void parseTextureName(CopiedString& name, const char* token) -{ - StringOutputStream cleaned(256); - cleaned << PathCleaned(token); - name = StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension +inline void parseTextureName( CopiedString& name, const char* token ){ + StringOutputStream cleaned( 256 ); + cleaned << PathCleaned( token ); + name = StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ); // remove extension } // generic renderable triangle surface -class Surface : -public OpenGLRenderable +class Surface : + public OpenGLRenderable { public: - typedef VertexBuffer vertices_t; - typedef IndexBuffer indices_t; +typedef VertexBuffer vertices_t; +typedef IndexBuffer indices_t; private: - AABB m_aabb_local; - CopiedString m_shader; - Shader* m_state; +AABB m_aabb_local; +CopiedString m_shader; +Shader* m_state; - vertices_t m_vertices; - indices_t m_indices; +vertices_t m_vertices; +indices_t m_indices; - void CaptureShader() - { - m_state = GlobalShaderCache().capture(m_shader.c_str()); - } - void ReleaseShader() - { - GlobalShaderCache().release(m_shader.c_str()); - } +void CaptureShader(){ + m_state = GlobalShaderCache().capture( m_shader.c_str() ); +} +void ReleaseShader(){ + GlobalShaderCache().release( m_shader.c_str() ); +} public: - Surface() - : m_shader(""), m_state(0) - { - CaptureShader(); - } - ~Surface() - { - ReleaseShader(); - } - - vertices_t& vertices() - { - return m_vertices; - } - indices_t& indices() - { - return m_indices; - } - - void setShader(const char* name) - { - ReleaseShader(); - parseTextureName(m_shader, name); - CaptureShader(); - } - const char* getShader() const - { - return m_shader.c_str(); - } - Shader* getState() const - { - return m_state; - } - void updateAABB() - { - m_aabb_local = AABB(); - for(vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) - aabb_extend_by_point_safe(m_aabb_local, reinterpret_cast((*i).vertex)); - - - - for(Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3) - { - ArbitraryMeshVertex& a = m_vertices[*(i + 0)]; - ArbitraryMeshVertex& b = m_vertices[*(i + 1)]; - ArbitraryMeshVertex& c = m_vertices[*(i + 2)]; - - ArbitraryMeshTriangle_sumTangents(a, b, c); - } - - for(Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) - { - vector3_normalise(reinterpret_cast((*i).tangent)); - vector3_normalise(reinterpret_cast((*i).bitangent)); - } - } - - void render(RenderStateFlags state) const - { +Surface() + : m_shader( "" ), m_state( 0 ){ + CaptureShader(); +} +~Surface(){ + ReleaseShader(); +} + +vertices_t& vertices(){ + return m_vertices; +} +indices_t& indices(){ + return m_indices; +} + +void setShader( const char* name ){ + ReleaseShader(); + parseTextureName( m_shader, name ); + CaptureShader(); +} +const char* getShader() const { + return m_shader.c_str(); +} +Shader* getState() const { + return m_state; +} +void updateAABB(){ + m_aabb_local = AABB(); + for ( vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) + aabb_extend_by_point_safe( m_aabb_local, reinterpret_cast( ( *i ).vertex ) ); + + + + for ( Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3 ) + { + ArbitraryMeshVertex& a = m_vertices[*( i + 0 )]; + ArbitraryMeshVertex& b = m_vertices[*( i + 1 )]; + ArbitraryMeshVertex& c = m_vertices[*( i + 2 )]; + + ArbitraryMeshTriangle_sumTangents( a, b, c ); + } + + for ( Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) + { + vector3_normalise( reinterpret_cast( ( *i ).tangent ) ); + vector3_normalise( reinterpret_cast( ( *i ).bitangent ) ); + } +} + +void render( RenderStateFlags state ) const { #if 1 - if((state & RENDER_BUMP) != 0) - { - if(GlobalShaderCache().useShaderLanguage()) - { - glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal); - glVertexAttribPointerARB(c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord); - glVertexAttribPointerARB(c_attr_Tangent, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent); - glVertexAttribPointerARB(c_attr_Binormal, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent); - } - else - { - glVertexAttribPointerARB(11, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal); - glVertexAttribPointerARB(8, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord); - glVertexAttribPointerARB(9, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent); - glVertexAttribPointerARB(10, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent); - } - } - else - { - glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal); - glTexCoordPointer(2, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord); - } - glVertexPointer(3, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->vertex); - glDrawElements(GL_TRIANGLES, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data()); + if ( ( state & RENDER_BUMP ) != 0 ) { + if ( GlobalShaderCache().useShaderLanguage() ) { + glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal ); + glVertexAttribPointerARB( c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord ); + glVertexAttribPointerARB( c_attr_Tangent, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->tangent ); + glVertexAttribPointerARB( c_attr_Binormal, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->bitangent ); + } + else + { + glVertexAttribPointerARB( 11, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal ); + glVertexAttribPointerARB( 8, 2, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord ); + glVertexAttribPointerARB( 9, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->tangent ); + glVertexAttribPointerARB( 10, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->bitangent ); + } + } + else + { + glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal ); + glTexCoordPointer( 2, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord ); + } + glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex ); + glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() ); #else - glBegin(GL_TRIANGLES); - for(unsigned int i = 0; i < m_indices.size(); ++i) - { - glTexCoord2fv(&m_vertices[m_indices[i]].texcoord.s); - glNormal3fv(&m_vertices[m_indices[i]].normal.x); - glVertex3fv(&m_vertices[m_indices[i]].vertex.x); - } - glEnd(); + glBegin( GL_TRIANGLES ); + for ( unsigned int i = 0; i < m_indices.size(); ++i ) + { + glTexCoord2fv( &m_vertices[m_indices[i]].texcoord.s ); + glNormal3fv( &m_vertices[m_indices[i]].normal.x ); + glVertex3fv( &m_vertices[m_indices[i]].vertex.x ); + } + glEnd(); #endif -#if defined(_DEBUG) - glBegin(GL_LINES); +#if defined( _DEBUG ) + glBegin( GL_LINES ); - for(VertexBuffer::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) - { - Vector3 normal = vector3_added(vertex3f_to_vector3((*i).vertex), vector3_scaled(normal3f_to_vector3((*i).normal), 8)); - glVertex3fv(vertex3f_to_array((*i).vertex)); - glVertex3fv(vector3_to_array(normal)); - } - glEnd(); + for ( VertexBuffer::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) + { + Vector3 normal = vector3_added( vertex3f_to_vector3( ( *i ).vertex ), vector3_scaled( normal3f_to_vector3( ( *i ).normal ), 8 ) ); + glVertex3fv( vertex3f_to_array( ( *i ).vertex ) ); + glVertex3fv( vector3_to_array( normal ) ); + } + glEnd(); #endif - } - - VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const - { - return test.TestAABB(m_aabb_local, localToWorld); - } - - const AABB& localAABB() const - { - return m_aabb_local; - } - - void render(Renderer& renderer, const Matrix4& localToWorld, Shader* state) const - { - renderer.SetState(state, Renderer::eFullMaterials); - renderer.addRenderable(*this, localToWorld); - } - - void render(Renderer& renderer, const Matrix4& localToWorld) const - { - render(renderer, localToWorld, m_state); - } - - void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld) - { - test.BeginMesh(localToWorld); - - SelectionIntersection best; - test.TestTriangles( - vertexpointer_arbitrarymeshvertex(m_vertices.data()), - IndexPointer(m_indices.data(), IndexPointer::index_type(m_indices.size())), - best - ); - if(best.valid()) - { - selector.addIntersection(best); - } - } +} + +VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const { + return test.TestAABB( m_aabb_local, localToWorld ); +} + +const AABB& localAABB() const { + return m_aabb_local; +} + +void render( Renderer& renderer, const Matrix4& localToWorld, Shader* state ) const { + renderer.SetState( state, Renderer::eFullMaterials ); + renderer.addRenderable( *this, localToWorld ); +} + +void render( Renderer& renderer, const Matrix4& localToWorld ) const { + render( renderer, localToWorld, m_state ); +} + +void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){ + test.BeginMesh( localToWorld ); + + SelectionIntersection best; + test.TestTriangles( + vertexpointer_arbitrarymeshvertex( m_vertices.data() ), + IndexPointer( m_indices.data(), IndexPointer::index_type( m_indices.size() ) ), + best + ); + if ( best.valid() ) { + selector.addIntersection( best ); + } +} }; // generic model node class Model : -public Cullable, -public Bounded + public Cullable, + public Bounded { - typedef std::vector surfaces_t; - surfaces_t m_surfaces; +typedef std::vector surfaces_t; +surfaces_t m_surfaces; - AABB m_aabb_local; +AABB m_aabb_local; public: - Callback m_lightsChanged; - - ~Model() - { - for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) - { - delete *i; - } - } - - typedef surfaces_t::const_iterator const_iterator; - - const_iterator begin() const - { - return m_surfaces.begin(); - } - const_iterator end() const - { - return m_surfaces.end(); - } - std::size_t size() const - { - return m_surfaces.size(); - } - - Surface& newSurface() - { - m_surfaces.push_back(new Surface); - return *m_surfaces.back(); - } - void updateAABB() - { - m_aabb_local = AABB(); - for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) - { - aabb_extend_by_aabb_safe(m_aabb_local, (*i)->localAABB()); - } - } - - VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const - { - return test.TestAABB(m_aabb_local, localToWorld); - } - - virtual const AABB& localAABB() const - { - return m_aabb_local; - } - - void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld) - { - for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) - { - if((*i)->intersectVolume(test.getVolume(), localToWorld) != c_volumeOutside) - { - (*i)->testSelect(selector, test, localToWorld); - } - } - } +Callback m_lightsChanged; + +~Model(){ + for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i ) + { + delete *i; + } +} + +typedef surfaces_t::const_iterator const_iterator; + +const_iterator begin() const { + return m_surfaces.begin(); +} +const_iterator end() const { + return m_surfaces.end(); +} +std::size_t size() const { + return m_surfaces.size(); +} + +Surface& newSurface(){ + m_surfaces.push_back( new Surface ); + return *m_surfaces.back(); +} +void updateAABB(){ + m_aabb_local = AABB(); + for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i ) + { + aabb_extend_by_aabb_safe( m_aabb_local, ( *i )->localAABB() ); + } +} + +VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const { + return test.TestAABB( m_aabb_local, localToWorld ); +} + +virtual const AABB& localAABB() const { + return m_aabb_local; +} + +void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){ + for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i ) + { + if ( ( *i )->intersectVolume( test.getVolume(), localToWorld ) != c_volumeOutside ) { + ( *i )->testSelect( selector, test, localToWorld ); + } + } +} }; -inline void Surface_addLight(const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light) -{ - if(light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld))) - { - lights.addLight(light); - } +inline void Surface_addLight( const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light ){ + if ( light.testAABB( aabb_for_oriented_aabb( surface.localAABB(), localToWorld ) ) ) { + lights.addLight( light ); + } } class ModelInstance : - public scene::Instance, - public Renderable, - public SelectionTestable, - public LightCullable, - public SkinnedModel + public scene::Instance, + public Renderable, + public SelectionTestable, + public LightCullable, + public SkinnedModel { - class TypeCasts - { - InstanceTypeCastTable m_casts; - public: - TypeCasts() - { - InstanceContainedCast::install(m_casts); - InstanceContainedCast::install(m_casts); - InstanceStaticCast::install(m_casts); - InstanceStaticCast::install(m_casts); - InstanceStaticCast::install(m_casts); - } - InstanceTypeCastTable& get() - { - return m_casts; - } - }; - - Model& m_model; - - const LightList* m_lightList; - typedef Array SurfaceLightLists; - SurfaceLightLists m_surfaceLightLists; - - class Remap - { - public: - CopiedString first; - Shader* second; - Remap() : second(0) - { - } - }; - typedef Array SurfaceRemaps; - SurfaceRemaps m_skins; +class TypeCasts +{ +InstanceTypeCastTable m_casts; public: +TypeCasts(){ + InstanceContainedCast::install( m_casts ); + InstanceContainedCast::install( m_casts ); + InstanceStaticCast::install( m_casts ); + InstanceStaticCast::install( m_casts ); + InstanceStaticCast::install( m_casts ); +} +InstanceTypeCastTable& get(){ + return m_casts; +} +}; + +Model& m_model; - typedef LazyStatic StaticTypeCasts; - - Bounded& get(NullType) - { - return m_model; - } - Cullable& get(NullType) - { - return m_model; - } - - void lightsChanged() - { - m_lightList->lightsChanged(); - } - typedef MemberCaller LightsChangedCaller; - - void constructRemaps() - { - ModelSkin* skin = NodeTypeCast::cast(path().parent()); - if(skin != 0 && skin->realised()) - { - SurfaceRemaps::iterator j = m_skins.begin(); - for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j) - { - const char* remap = skin->getRemap((*i)->getShader()); - if(!string_empty(remap)) - { - (*j).first = remap; - (*j).second = GlobalShaderCache().capture(remap); - } - else - { - (*j).second = 0; - } - } - SceneChangeNotify(); - } - } - void destroyRemaps() - { - for(SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i) - { - if((*i).second != 0) - { - GlobalShaderCache().release((*i).first.c_str()); - (*i).second = 0; - } - } - } - void skinChanged() - { - ASSERT_MESSAGE(m_skins.size() == m_model.size(), "ERROR"); - destroyRemaps(); - constructRemaps(); - } - - ModelInstance(const scene::Path& path, scene::Instance* parent, Model& model) : - Instance(path, parent, this, StaticTypeCasts::instance().get()), - m_model(model), - m_surfaceLightLists(m_model.size()), - m_skins(m_model.size()) - { - m_lightList = &GlobalShaderCache().attach(*this); - m_model.m_lightsChanged = LightsChangedCaller(*this); - - Instance::setTransformChangedCallback(LightsChangedCaller(*this)); - - constructRemaps(); - } - ~ModelInstance() - { - destroyRemaps(); - - Instance::setTransformChangedCallback(Callback()); - - m_model.m_lightsChanged = Callback(); - GlobalShaderCache().detach(*this); - } - - void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const - { - SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin(); - SurfaceRemaps::const_iterator k = m_skins.begin(); - for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k) - { - if((*i)->intersectVolume(volume, localToWorld) != c_volumeOutside) - { - renderer.setLights(*j); - (*i)->render(renderer, localToWorld, (*k).second != 0 ? (*k).second : (*i)->getState()); - } - } - } - - void renderSolid(Renderer& renderer, const VolumeTest& volume) const - { - m_lightList->evaluateLights(); - - render(renderer, volume, Instance::localToWorld()); - } - void renderWireframe(Renderer& renderer, const VolumeTest& volume) const - { - renderSolid(renderer, volume); - } - - void testSelect(Selector& selector, SelectionTest& test) - { - m_model.testSelect(selector, test, Instance::localToWorld()); - } - - bool testLight(const RendererLight& light) const - { - return light.testAABB(worldAABB()); - } - void insertLight(const RendererLight& light) - { - const Matrix4& localToWorld = Instance::localToWorld(); - SurfaceLightLists::iterator j = m_surfaceLightLists.begin(); - for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i) - { - Surface_addLight(*(*i), *j++, localToWorld, light); - } - } - void clearLights() - { - for(SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i) - { - (*i).clear(); - } - } +const LightList* m_lightList; +typedef Array SurfaceLightLists; +SurfaceLightLists m_surfaceLightLists; + +class Remap +{ +public: +CopiedString first; +Shader* second; +Remap() : second( 0 ){ +} +}; +typedef Array SurfaceRemaps; +SurfaceRemaps m_skins; +public: + +typedef LazyStatic StaticTypeCasts; + +Bounded& get( NullType){ + return m_model; +} +Cullable& get( NullType){ + return m_model; +} + +void lightsChanged(){ + m_lightList->lightsChanged(); +} +typedef MemberCaller LightsChangedCaller; + +void constructRemaps(){ + ModelSkin* skin = NodeTypeCast::cast( path().parent() ); + if ( skin != 0 && skin->realised() ) { + SurfaceRemaps::iterator j = m_skins.begin(); + for ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j ) + { + const char* remap = skin->getRemap( ( *i )->getShader() ); + if ( !string_empty( remap ) ) { + ( *j ).first = remap; + ( *j ).second = GlobalShaderCache().capture( remap ); + } + else + { + ( *j ).second = 0; + } + } + SceneChangeNotify(); + } +} +void destroyRemaps(){ + for ( SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i ) + { + if ( ( *i ).second != 0 ) { + GlobalShaderCache().release( ( *i ).first.c_str() ); + ( *i ).second = 0; + } + } +} +void skinChanged(){ + ASSERT_MESSAGE( m_skins.size() == m_model.size(), "ERROR" ); + destroyRemaps(); + constructRemaps(); +} + +ModelInstance( const scene::Path& path, scene::Instance* parent, Model& model ) : + Instance( path, parent, this, StaticTypeCasts::instance().get() ), + m_model( model ), + m_surfaceLightLists( m_model.size() ), + m_skins( m_model.size() ){ + m_lightList = &GlobalShaderCache().attach( *this ); + m_model.m_lightsChanged = LightsChangedCaller( *this ); + + Instance::setTransformChangedCallback( LightsChangedCaller( *this ) ); + + constructRemaps(); +} +~ModelInstance(){ + destroyRemaps(); + + Instance::setTransformChangedCallback( Callback() ); + + m_model.m_lightsChanged = Callback(); + GlobalShaderCache().detach( *this ); +} + +void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const { + SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin(); + SurfaceRemaps::const_iterator k = m_skins.begin(); + for ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k ) + { + if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) { + renderer.setLights( *j ); + ( *i )->render( renderer, localToWorld, ( *k ).second != 0 ? ( *k ).second : ( *i )->getState() ); + } + } +} + +void renderSolid( Renderer& renderer, const VolumeTest& volume ) const { + m_lightList->evaluateLights(); + + render( renderer, volume, Instance::localToWorld() ); +} +void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const { + renderSolid( renderer, volume ); +} + +void testSelect( Selector& selector, SelectionTest& test ){ + m_model.testSelect( selector, test, Instance::localToWorld() ); +} + +bool testLight( const RendererLight& light ) const { + return light.testAABB( worldAABB() ); +} +void insertLight( const RendererLight& light ){ + const Matrix4& localToWorld = Instance::localToWorld(); + SurfaceLightLists::iterator j = m_surfaceLightLists.begin(); + for ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i ) + { + Surface_addLight( *( *i ), *j++, localToWorld, light ); + } +} +void clearLights(){ + for ( SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i ) + { + ( *i ).clear(); + } +} }; class ModelNode : public scene::Node::Symbiot, public scene::Instantiable { - class TypeCasts - { - NodeTypeCastTable m_casts; - public: - TypeCasts() - { - NodeStaticCast::install(m_casts); - } - NodeTypeCastTable& get() - { - return m_casts; - } - }; - - - scene::Node m_node; - InstanceSet m_instances; - Model m_model; +class TypeCasts +{ +NodeTypeCastTable m_casts; +public: +TypeCasts(){ + NodeStaticCast::install( m_casts ); +} +NodeTypeCastTable& get(){ + return m_casts; +} +}; + + +scene::Node m_node; +InstanceSet m_instances; +Model m_model; public: - typedef LazyStatic StaticTypeCasts; - - ModelNode() : m_node(this, this, StaticTypeCasts::instance().get()) - { - } - - Model& model() - { - return m_model; - } - - void release() - { - delete this; - } - scene::Node& node() - { - return m_node; - } - - scene::Instance* create(const scene::Path& path, scene::Instance* parent) - { - return new ModelInstance(path, parent, m_model); - } - void forEachInstance(const scene::Instantiable::Visitor& visitor) - { - m_instances.forEachInstance(visitor); - } - void insert(scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance) - { - m_instances.insert(observer, path, instance); - } - scene::Instance* erase(scene::Instantiable::Observer* observer, const scene::Path& path) - { - return m_instances.erase(observer, path); - } +typedef LazyStatic StaticTypeCasts; + +ModelNode() : m_node( this, this, StaticTypeCasts::instance().get() ){ +} + +Model& model(){ + return m_model; +} + +void release(){ + delete this; +} +scene::Node& node(){ + return m_node; +} + +scene::Instance* create( const scene::Path& path, scene::Instance* parent ){ + return new ModelInstance( path, parent, m_model ); +} +void forEachInstance( const scene::Instantiable::Visitor& visitor ){ + m_instances.forEachInstance( visitor ); +} +void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){ + m_instances.insert( observer, path, instance ); +} +scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){ + return m_instances.erase( observer, path ); +} }; -inline void Surface_constructQuad(Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal) -{ - surface.vertices().push_back( - ArbitraryMeshVertex( - vertex3f_for_vector3(a), - normal3f_for_vector3(normal), - texcoord2f_from_array(aabb_texcoord_topleft) - ) - ); - surface.vertices().push_back( - ArbitraryMeshVertex( - vertex3f_for_vector3(b), - normal3f_for_vector3(normal), - texcoord2f_from_array(aabb_texcoord_topright) - ) - ); - surface.vertices().push_back( - ArbitraryMeshVertex( - vertex3f_for_vector3(c), - normal3f_for_vector3(normal), - texcoord2f_from_array(aabb_texcoord_botright) - ) - ); - surface.vertices().push_back( - ArbitraryMeshVertex( - vertex3f_for_vector3(d), - normal3f_for_vector3(normal), - texcoord2f_from_array(aabb_texcoord_botleft) - ) - ); -} - -inline void Model_constructNull(Model& model) -{ - Surface& surface = model.newSurface(); +inline void Surface_constructQuad( Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){ + surface.vertices().push_back( + ArbitraryMeshVertex( + vertex3f_for_vector3( a ), + normal3f_for_vector3( normal ), + texcoord2f_from_array( aabb_texcoord_topleft ) + ) + ); + surface.vertices().push_back( + ArbitraryMeshVertex( + vertex3f_for_vector3( b ), + normal3f_for_vector3( normal ), + texcoord2f_from_array( aabb_texcoord_topright ) + ) + ); + surface.vertices().push_back( + ArbitraryMeshVertex( + vertex3f_for_vector3( c ), + normal3f_for_vector3( normal ), + texcoord2f_from_array( aabb_texcoord_botright ) + ) + ); + surface.vertices().push_back( + ArbitraryMeshVertex( + vertex3f_for_vector3( d ), + normal3f_for_vector3( normal ), + texcoord2f_from_array( aabb_texcoord_botleft ) + ) + ); +} + +inline void Model_constructNull( Model& model ){ + Surface& surface = model.newSurface(); - AABB aabb(Vector3(0, 0, 0), Vector3(8, 8, 8)); + AABB aabb( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) ); - Vector3 points[8]; - aabb_corners(aabb, points); + Vector3 points[8]; + aabb_corners( aabb, points ); - surface.vertices().reserve(24); + surface.vertices().reserve( 24 ); - Surface_constructQuad(surface, points[2], points[1], points[5], points[6], aabb_normals[0]); - Surface_constructQuad(surface, points[1], points[0], points[4], points[5], aabb_normals[1]); - Surface_constructQuad(surface, points[0], points[1], points[2], points[3], aabb_normals[2]); - Surface_constructQuad(surface, points[0], points[3], points[7], points[4], aabb_normals[3]); - Surface_constructQuad(surface, points[3], points[2], points[6], points[7], aabb_normals[4]); - Surface_constructQuad(surface, points[7], points[6], points[5], points[4], aabb_normals[5]); + Surface_constructQuad( surface, points[2], points[1], points[5], points[6], aabb_normals[0] ); + Surface_constructQuad( surface, points[1], points[0], points[4], points[5], aabb_normals[1] ); + Surface_constructQuad( surface, points[0], points[1], points[2], points[3], aabb_normals[2] ); + Surface_constructQuad( surface, points[0], points[3], points[7], points[4], aabb_normals[3] ); + Surface_constructQuad( surface, points[3], points[2], points[6], points[7], aabb_normals[4] ); + Surface_constructQuad( surface, points[7], points[6], points[5], points[4], aabb_normals[5] ); - surface.indices().reserve(36); + surface.indices().reserve( 36 ); - RenderIndex indices[36] = { - 0, 1, 2, 0, 2, 3, - 4, 5, 6, 4, 6, 7, - 8, 9, 10, 8, 10, 11, - 12, 13, 14, 12, 14, 15, - 16, 17, 18, 16, 18, 19, - 20, 21, 22, 10, 22, 23, - }; + RenderIndex indices[36] = { + 0, 1, 2, 0, 2, 3, + 4, 5, 6, 4, 6, 7, + 8, 9, 10, 8, 10, 11, + 12, 13, 14, 12, 14, 15, + 16, 17, 18, 16, 18, 19, + 20, 21, 22, 10, 22, 23, + }; - for(RenderIndex* i = indices; i != indices+(sizeof(indices)/sizeof(RenderIndex)); ++i) - { - surface.indices().insert(*i); - } + for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i ) + { + surface.indices().insert( *i ); + } - surface.setShader(""); + surface.setShader( "" ); - surface.updateAABB(); + surface.updateAABB(); - model.updateAABB(); + model.updateAABB(); } #endif