mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 22:01:38 +00:00
d584d94549
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@26 8a3a26a2-13c4-0310-b231-cf6edde360e5
643 lines
16 KiB
C++
643 lines
16 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined(INCLUDED_MODEL_H)
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#define INCLUDED_MODEL_H
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#include "cullable.h"
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#include "renderable.h"
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#include "selectable.h"
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#include "modelskin.h"
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#include "math/frustum.h"
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#include "string/string.h"
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#include "generic/static.h"
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#include "stream/stringstream.h"
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#include "os/path.h"
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#include "scenelib.h"
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#include "instancelib.h"
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#include "transformlib.h"
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#include "traverselib.h"
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#include "render.h"
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class VectorLightList : public LightList
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{
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typedef std::vector<const RendererLight*> Lights;
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Lights m_lights;
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public:
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void addLight(const RendererLight& light)
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{
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m_lights.push_back(&light);
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}
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void clear()
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{
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m_lights.clear();
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}
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void evaluateLights() const
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{
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}
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void lightsChanged() const
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{
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}
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void forEachLight(const RendererLightCallback& callback) const
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{
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for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i)
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{
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callback(*(*i));
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}
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}
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};
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inline VertexPointer vertexpointer_arbitrarymeshvertex(const ArbitraryMeshVertex* array)
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{
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return VertexPointer(VertexPointer::pointer(&array->vertex), sizeof(ArbitraryMeshVertex));
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}
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inline void parseTextureName(CopiedString& name, const char* token)
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{
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StringOutputStream cleaned(256);
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cleaned << PathCleaned(token);
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name = StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
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}
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// generic renderable triangle surface
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class Surface :
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public OpenGLRenderable
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{
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public:
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typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
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typedef IndexBuffer indices_t;
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private:
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AABB m_aabb_local;
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CopiedString m_shader;
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Shader* m_state;
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vertices_t m_vertices;
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indices_t m_indices;
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void CaptureShader()
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{
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m_state = GlobalShaderCache().capture(m_shader.c_str());
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}
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void ReleaseShader()
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{
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GlobalShaderCache().release(m_shader.c_str());
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}
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public:
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Surface()
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: m_shader(""), m_state(0)
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{
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CaptureShader();
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}
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~Surface()
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{
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ReleaseShader();
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}
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vertices_t& vertices()
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{
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return m_vertices;
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}
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indices_t& indices()
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{
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return m_indices;
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}
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void setShader(const char* name)
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{
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ReleaseShader();
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parseTextureName(m_shader, name);
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CaptureShader();
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}
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const char* getShader() const
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{
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return m_shader.c_str();
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}
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Shader* getState() const
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{
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return m_state;
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}
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void updateAABB()
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{
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m_aabb_local = AABB();
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for(vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
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aabb_extend_by_point_safe(m_aabb_local, reinterpret_cast<const Vector3&>((*i).vertex));
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for(Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3)
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{
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ArbitraryMeshVertex& a = m_vertices[*(i + 0)];
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ArbitraryMeshVertex& b = m_vertices[*(i + 1)];
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ArbitraryMeshVertex& c = m_vertices[*(i + 2)];
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ArbitraryMeshTriangle_sumTangents(a, b, c);
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}
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for(Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
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{
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vector3_normalise(reinterpret_cast<Vector3&>((*i).tangent));
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vector3_normalise(reinterpret_cast<Vector3&>((*i).bitangent));
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}
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}
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void render(RenderStateFlags state) const
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{
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#if 1
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if((state & RENDER_BUMP) != 0)
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{
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if(GlobalShaderCache().useShaderLanguage())
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{
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glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
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glVertexAttribPointerARB(c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
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glVertexAttribPointerARB(c_attr_Tangent, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
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glVertexAttribPointerARB(c_attr_Binormal, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
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}
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else
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{
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glVertexAttribPointerARB(11, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
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glVertexAttribPointerARB(8, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
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glVertexAttribPointerARB(9, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
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glVertexAttribPointerARB(10, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
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}
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}
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else
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{
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glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
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glTexCoordPointer(2, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
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}
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glVertexPointer(3, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->vertex);
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glDrawElements(GL_TRIANGLES, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
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#else
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glBegin(GL_TRIANGLES);
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for(unsigned int i = 0; i < m_indices.size(); ++i)
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{
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glTexCoord2fv(&m_vertices[m_indices[i]].texcoord.s);
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glNormal3fv(&m_vertices[m_indices[i]].normal.x);
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glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
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}
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glEnd();
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#endif
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#if defined(_DEBUG)
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glBegin(GL_LINES);
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for(VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
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{
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Vector3 normal = vector3_added(vertex3f_to_vector3((*i).vertex), vector3_scaled(normal3f_to_vector3((*i).normal), 8));
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glVertex3fv(vertex3f_to_array((*i).vertex));
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glVertex3fv(vector3_to_array(normal));
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}
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glEnd();
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#endif
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}
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VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
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{
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return test.TestAABB(m_aabb_local, localToWorld);
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}
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const AABB& localAABB() const
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{
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return m_aabb_local;
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}
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void render(Renderer& renderer, const Matrix4& localToWorld, Shader* state) const
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{
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renderer.SetState(state, Renderer::eFullMaterials);
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renderer.addRenderable(*this, localToWorld);
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}
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void render(Renderer& renderer, const Matrix4& localToWorld) const
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{
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render(renderer, localToWorld, m_state);
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}
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void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
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{
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test.BeginMesh(localToWorld);
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SelectionIntersection best;
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test.TestTriangles(
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vertexpointer_arbitrarymeshvertex(m_vertices.data()),
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IndexPointer(m_indices.data(), IndexPointer::index_type(m_indices.size())),
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best
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);
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if(best.valid())
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{
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selector.addIntersection(best);
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}
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}
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};
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// generic model node
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class Model :
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public Cullable,
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public Bounded
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{
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typedef std::vector<Surface*> surfaces_t;
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surfaces_t m_surfaces;
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AABB m_aabb_local;
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public:
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Callback m_lightsChanged;
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~Model()
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{
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for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
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{
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delete *i;
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}
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}
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typedef surfaces_t::const_iterator const_iterator;
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const_iterator begin() const
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{
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return m_surfaces.begin();
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}
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const_iterator end() const
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{
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return m_surfaces.end();
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}
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std::size_t size() const
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{
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return m_surfaces.size();
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}
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Surface& newSurface()
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{
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m_surfaces.push_back(new Surface);
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return *m_surfaces.back();
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}
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void updateAABB()
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{
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m_aabb_local = AABB();
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for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
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{
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aabb_extend_by_aabb_safe(m_aabb_local, (*i)->localAABB());
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}
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}
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VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
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{
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return test.TestAABB(m_aabb_local, localToWorld);
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}
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virtual const AABB& localAABB() const
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{
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return m_aabb_local;
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}
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void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
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{
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for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
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{
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if((*i)->intersectVolume(test.getVolume(), localToWorld) != c_volumeOutside)
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{
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(*i)->testSelect(selector, test, localToWorld);
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}
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}
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}
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};
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inline void Surface_addLight(const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light)
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{
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if(light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld)))
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{
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lights.addLight(light);
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}
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}
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class ModelInstance :
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public scene::Instance,
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public Renderable,
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public SelectionTestable,
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public LightCullable,
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public SkinnedModel
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{
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class TypeCasts
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{
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InstanceTypeCastTable m_casts;
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public:
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TypeCasts()
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{
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InstanceContainedCast<ModelInstance, Bounded>::install(m_casts);
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InstanceContainedCast<ModelInstance, Cullable>::install(m_casts);
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InstanceStaticCast<ModelInstance, Renderable>::install(m_casts);
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InstanceStaticCast<ModelInstance, SelectionTestable>::install(m_casts);
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InstanceStaticCast<ModelInstance, SkinnedModel>::install(m_casts);
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}
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InstanceTypeCastTable& get()
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{
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return m_casts;
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}
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};
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Model& m_model;
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const LightList* m_lightList;
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typedef Array<VectorLightList> SurfaceLightLists;
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SurfaceLightLists m_surfaceLightLists;
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class Remap
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{
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public:
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CopiedString first;
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Shader* second;
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Remap() : second(0)
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{
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}
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};
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typedef Array<Remap> SurfaceRemaps;
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SurfaceRemaps m_skins;
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public:
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typedef LazyStatic<TypeCasts> StaticTypeCasts;
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Bounded& get(NullType<Bounded>)
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{
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return m_model;
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}
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Cullable& get(NullType<Cullable>)
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{
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return m_model;
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}
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void lightsChanged()
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{
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m_lightList->lightsChanged();
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}
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typedef MemberCaller<ModelInstance, &ModelInstance::lightsChanged> LightsChangedCaller;
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void constructRemaps()
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{
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ModelSkin* skin = NodeTypeCast<ModelSkin>::cast(path().parent());
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if(skin != 0 && skin->realised())
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{
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SurfaceRemaps::iterator j = m_skins.begin();
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for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j)
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{
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const char* remap = skin->getRemap((*i)->getShader());
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if(!string_empty(remap))
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{
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(*j).first = remap;
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(*j).second = GlobalShaderCache().capture(remap);
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}
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else
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{
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(*j).second = 0;
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}
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}
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SceneChangeNotify();
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}
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}
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void destroyRemaps()
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{
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for(SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i)
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{
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if((*i).second != 0)
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{
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GlobalShaderCache().release((*i).first.c_str());
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(*i).second = 0;
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}
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}
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}
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void skinChanged()
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{
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ASSERT_MESSAGE(m_skins.size() == m_model.size(), "ERROR");
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destroyRemaps();
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constructRemaps();
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}
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ModelInstance(const scene::Path& path, scene::Instance* parent, Model& model) :
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Instance(path, parent, this, StaticTypeCasts::instance().get()),
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m_model(model),
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m_surfaceLightLists(m_model.size()),
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m_skins(m_model.size())
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{
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m_lightList = &GlobalShaderCache().attach(*this);
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m_model.m_lightsChanged = LightsChangedCaller(*this);
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Instance::setTransformChangedCallback(LightsChangedCaller(*this));
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constructRemaps();
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}
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~ModelInstance()
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{
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destroyRemaps();
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Instance::setTransformChangedCallback(Callback());
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m_model.m_lightsChanged = Callback();
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GlobalShaderCache().detach(*this);
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}
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void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const
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{
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SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin();
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SurfaceRemaps::const_iterator k = m_skins.begin();
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for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k)
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{
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if((*i)->intersectVolume(volume, localToWorld) != c_volumeOutside)
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{
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renderer.setLights(*j);
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(*i)->render(renderer, localToWorld, (*k).second != 0 ? (*k).second : (*i)->getState());
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}
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}
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}
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void renderSolid(Renderer& renderer, const VolumeTest& volume) const
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{
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m_lightList->evaluateLights();
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render(renderer, volume, Instance::localToWorld());
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}
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void renderWireframe(Renderer& renderer, const VolumeTest& volume) const
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{
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renderSolid(renderer, volume);
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}
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void testSelect(Selector& selector, SelectionTest& test)
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{
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m_model.testSelect(selector, test, Instance::localToWorld());
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}
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bool testLight(const RendererLight& light) const
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{
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return light.testAABB(worldAABB());
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}
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void insertLight(const RendererLight& light)
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{
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const Matrix4& localToWorld = Instance::localToWorld();
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SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
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for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i)
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{
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Surface_addLight(*(*i), *j++, localToWorld, light);
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}
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}
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void clearLights()
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{
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for(SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i)
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{
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(*i).clear();
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}
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}
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};
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class ModelNode : public scene::Node::Symbiot, public scene::Instantiable
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{
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class TypeCasts
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{
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NodeTypeCastTable m_casts;
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public:
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TypeCasts()
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{
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NodeStaticCast<ModelNode, scene::Instantiable>::install(m_casts);
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}
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NodeTypeCastTable& get()
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{
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return m_casts;
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}
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};
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scene::Node m_node;
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InstanceSet m_instances;
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Model m_model;
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public:
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typedef LazyStatic<TypeCasts> StaticTypeCasts;
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ModelNode() : m_node(this, this, StaticTypeCasts::instance().get())
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{
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}
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Model& model()
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{
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return m_model;
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}
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void release()
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{
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delete this;
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}
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scene::Node& node()
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{
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return m_node;
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|
}
|
|
|
|
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
|