gtkradiant/plugins/md3model/model.h
spog d584d94549 added string-pooling for shader variable names and entity keys
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@26 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-02-26 22:27:38 +00:00

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 = 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<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