/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. 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 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 */ #if !defined(INCLUDED_MODEL_H) #define INCLUDED_MODEL_H #include "cullable.h" #include "renderable.h" #include "selectable.h" #include "modelskin.h" #include "math/frustum.h" #include "string/string.h" #include "generic/static.h" #include "stream/stringstream.h" #include "os/path.h" #include "scenelib.h" #include "instancelib.h" #include "transformlib.h" #include "traverselib.h" #include "render.h" class VectorLightList : public LightList { 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)); } } }; 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 } // generic renderable triangle surface class Surface : public OpenGLRenderable { public: typedef VertexBuffer vertices_t; typedef IndexBuffer indices_t; private: AABB m_aabb_local; CopiedString m_shader; Shader* m_state; 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()); } 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 { #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()); #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(); #endif #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(); #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); } } }; // generic model node class Model : public Cullable, public Bounded { typedef std::vector surfaces_t; surfaces_t m_surfaces; 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); } } } }; 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 { 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; 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; 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); } }; 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)); Vector3 points[8]; aabb_corners(aabb, points); 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.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, }; for(RenderIndex* i = indices; i != indices+(sizeof(indices)/sizeof(RenderIndex)); ++i) { surface.indices().insert(*i); } surface.setShader(""); surface.updateAABB(); model.updateAABB(); } #endif