worldspawn/plugins/md3model/model.h

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2020-11-17 11:16:16 +00:00
/*
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 "globaldefs.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 ((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 0
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<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);
}
}
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, 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();
}
}
};
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