]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/md3model/model.h
Revert partially (auto) "reformat code! now the code is only ugly on the *inside*"
[xonotic/netradiant.git] / plugins / md3model / model.h
index ea4f049237633c18244b4c6676ff0faa03c8131b..5f03d73495b83dd278527ca4fa5cf45f77089d4b 100644 (file)
 #include "traverselib.h"
 #include "render.h"
 
-class VectorLightList : public LightList {
-    typedef std::vector<const RendererLight *> Lights;
-    Lights m_lights;
+class VectorLightList : public LightList
+{
+typedef std::vector<const RendererLight*> 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 {
+       public OpenGLRenderable
+{
 public:
-    typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
-    typedef IndexBuffer indices_t;
+typedef VertexBuffer<ArbitraryMeshVertex> 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;
+AABB m_aabb_local;
+CopiedString m_shader;
+Shader* m_state;
 
-    void CaptureShader()
-    {
-        m_state = GlobalShaderCache().capture(m_shader.c_str());
-    }
+vertices_t m_vertices;
+indices_t m_indices;
 
-    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<const Vector3 &>((*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<Vector3 &>((*i).tangent ));
-            vector3_normalise(reinterpret_cast<Vector3 &>((*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<const Vector3&>( ( *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<Vector3&>( ( *i ).tangent ) );
+               vector3_normalise( reinterpret_cast<Vector3&>( ( *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 GDEF_DEBUG
-        glBegin(GL_LINES);
-
-        for (VertexBuffer<ArbitraryMeshVertex>::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();
+       glBegin( GL_LINES );
+
+       for ( VertexBuffer<ArbitraryMeshVertex>::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 {
-    typedef std::vector<Surface *> surfaces_t;
-    surfaces_t m_surfaces;
+       public Cullable,
+       public Bounded
+{
+typedef std::vector<Surface*> surfaces_t;
+surfaces_t m_surfaces;
 
-    AABB m_aabb_local;
+AABB m_aabb_local;
 public:
-    Callback<void()> 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<void()> 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 {
-    class TypeCasts {
-        InstanceTypeCastTable m_casts;
-    public:
-        TypeCasts()
-        {
-            InstanceContainedCast<ModelInstance, Bounded>::install(m_casts);
-            InstanceContainedCast<ModelInstance, Cullable>::install(m_casts);
-            InstanceStaticCast<ModelInstance, Renderable>::install(m_casts);
-            InstanceStaticCast<ModelInstance, SelectionTestable>::install(m_casts);
-            InstanceStaticCast<ModelInstance, SkinnedModel>::install(m_casts);
-        }
-
-        InstanceTypeCastTable &get()
-        {
-            return m_casts;
-        }
-    };
-
-    Model &m_model;
-
-    const LightList *m_lightList;
-    typedef Array<VectorLightList> SurfaceLightLists;
-    SurfaceLightLists m_surfaceLightLists;
-
-    class Remap {
-    public:
-        CopiedString first;
-        Shader *second;
-
-        Remap() : second(0)
-        {
-        }
-    };
-
-    typedef Array<Remap> SurfaceRemaps;
-    SurfaceRemaps m_skins;
+       public scene::Instance,
+       public Renderable,
+       public SelectionTestable,
+       public LightCullable,
+       public SkinnedModel
+{
+class TypeCasts
+{
+InstanceTypeCastTable m_casts;
 public:
-
-    typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-    Bounded &get(NullType<Bounded>)
-    {
-        return m_model;
-    }
-
-    Cullable &get(NullType<Cullable>)
-    {
-        return m_model;
-    }
-
-    void lightsChanged()
-    {
-        m_lightList->lightsChanged();
-    }
-
-    typedef MemberCaller<ModelInstance, void(), &ModelInstance::lightsChanged> LightsChangedCaller;
-
-    void constructRemaps()
-    {
-        ModelSkin *skin = NodeTypeCast<ModelSkin>::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<void()>());
-
-        m_model.m_lightsChanged = Callback<void()>();
-        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();
-        }
-    }
+TypeCasts(){
+       InstanceContainedCast<ModelInstance, Bounded>::install( m_casts );
+       InstanceContainedCast<ModelInstance, Cullable>::install( m_casts );
+       InstanceStaticCast<ModelInstance, Renderable>::install( m_casts );
+       InstanceStaticCast<ModelInstance, SelectionTestable>::install( m_casts );
+       InstanceStaticCast<ModelInstance, SkinnedModel>::install( m_casts );
+}
+InstanceTypeCastTable& get(){
+       return m_casts;
+}
 };
 
-class ModelNode : public scene::Node::Symbiot, public scene::Instantiable {
-    class TypeCasts {
-        NodeTypeCastTable m_casts;
-    public:
-        TypeCasts()
-        {
-            NodeStaticCast<ModelNode, scene::Instantiable>::install(m_casts);
-        }
-
-        NodeTypeCastTable &get()
-        {
-            return m_casts;
-        }
-    };
-
-
-    scene::Node m_node;
-    InstanceSet m_instances;
-    Model m_model;
-public:
+Model& m_model;
 
-    typedef LazyStatic<TypeCasts> 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);
-    }
+const LightList* m_lightList;
+typedef Array<VectorLightList> SurfaceLightLists;
+SurfaceLightLists m_surfaceLightLists;
+
+class Remap
+{
+public:
+CopiedString first;
+Shader* second;
+Remap() : second( 0 ){
+}
 };
+typedef Array<Remap> SurfaceRemaps;
+SurfaceRemaps m_skins;
+public:
+
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+Bounded& get( NullType<Bounded>){
+       return m_model;
+}
+Cullable& get( NullType<Cullable>){
+       return m_model;
+}
+
+void lightsChanged(){
+       m_lightList->lightsChanged();
+}
+typedef MemberCaller<ModelInstance, void(), &ModelInstance::lightsChanged> LightsChangedCaller;
+
+void constructRemaps(){
+       ModelSkin* skin = NodeTypeCast<ModelSkin>::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<void()>() );
+
+       m_model.m_lightsChanged = Callback<void()>();
+       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();
+       }
+}
+};
 
-inline void
-Surface_constructQuad(Surface &surface, const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d,
-                      const Vector3 &normal)
+class ModelNode : public scene::Node::Symbiot, public scene::Instantiable
 {
-    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)
+class TypeCasts
 {
-    Surface &surface = model.newSurface();
+NodeTypeCastTable m_casts;
+public:
+TypeCasts(){
+       NodeStaticCast<ModelNode, scene::Instantiable>::install( m_casts );
+}
+NodeTypeCastTable& get(){
+       return m_casts;
+}
+};
+
+
+scene::Node m_node;
+InstanceSet m_instances;
+Model m_model;
+public:
+
+typedef LazyStatic<TypeCasts> 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));
+       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