mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-14 00:41:08 +00:00
12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
643 lines
16 KiB
C++
643 lines
16 KiB
C++
/*
|
|
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<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));
|
|
}
|
|
}
|
|
};
|
|
|
|
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 = CopiedString(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
|
|
}
|
|
|
|
// generic renderable triangle surface
|
|
class Surface :
|
|
public OpenGLRenderable
|
|
{
|
|
public:
|
|
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;
|
|
|
|
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
|
|
{
|
|
#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<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);
|
|
}
|
|
}
|
|
};
|
|
|
|
// generic model node
|
|
class Model :
|
|
public Cullable,
|
|
public Bounded
|
|
{
|
|
typedef std::vector<Surface*> 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<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:
|
|
|
|
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, &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());
|
|
|
|
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<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));
|
|
|
|
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
|