/* 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 */ #include "model.h" #include "iarchive.h" #include "idatastream.h" #include "imodel.h" #include "modelskin.h" #include "cullable.h" #include "renderable.h" #include "selectable.h" #include "math/frustum.h" #include "string/string.h" #include "generic/static.h" #include "shaderlib.h" #include "scenelib.h" #include "instancelib.h" #include "transformlib.h" #include "traverselib.h" #include "render.h" #include "assimp/Importer.hpp" #include "assimp/postprocess.h" #include "assimp/scene.h" #include "assimp/mesh.h" #include "os/path.h" #include "stream/stringstream.h" class VectorLightList : public LightList { typedef std::vector 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 ) ); } } }; struct AssScene { const aiScene* m_scene; const char* m_rootPath; const char* m_matName; // forced global mat name, if not null }; class PicoSurface final : public OpenGLRenderable { AABB m_aabb_local; CopiedString m_shader; Shader* m_state; Array m_vertices; Array m_indices; public: PicoSurface(){ constructNull(); CaptureShader(); } PicoSurface( const AssScene scene, const aiMesh* mesh ){ CopyPicoSurface( scene, mesh ); CaptureShader(); } ~PicoSurface(){ ReleaseShader(); } 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 defined( _DEBUG ) && !defined( _DEBUG_QUICKER ) GLfloat modelview[16]; glGetFloatv( GL_MODELVIEW_MATRIX, modelview ); // I know this is slow as hell, but hey - we're in _DEBUG Matrix4 modelview_inv( modelview[0], modelview[1], modelview[2], modelview[3], modelview[4], modelview[5], modelview[6], modelview[7], modelview[8], modelview[9], modelview[10], modelview[11], modelview[12], modelview[13], modelview[14], modelview[15] ); matrix4_full_invert( modelview_inv ); Matrix4 modelview_inv_transposed = matrix4_transposed( modelview_inv ); glBegin( GL_LINES ); for ( Array::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { Vector3 normal = normal3f_to_vector3( ( *i ).normal ); normal = matrix4_transformed_direction( modelview_inv, vector3_normalised( matrix4_transformed_direction( modelview_inv_transposed, normal ) ) ); // do some magic Vector3 normalTransformed = vector3_added( vertex3f_to_vector3( ( *i ).vertex ), vector3_scaled( normal, 8 ) ); glVertex3fv( vertex3f_to_array( ( *i ).vertex ) ); glVertex3fv( vector3_to_array( normalTransformed ) ); } 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, true ); SelectionIntersection best; testSelect( test, best ); if ( best.valid() ) { selector.addIntersection( best ); } } const char* getShader() const { return m_shader.c_str(); } Shader* getState() const { return m_state; } private: void CaptureShader(){ m_state = GlobalShaderCache().capture( m_shader.c_str() ); } void ReleaseShader(){ GlobalShaderCache().release( m_shader.c_str() ); } void UpdateAABB(){ m_aabb_local = AABB(); for ( std::size_t i = 0; i < m_vertices.size(); ++i ) aabb_extend_by_point_safe( m_aabb_local, reinterpret_cast( m_vertices[i].vertex ) ); for ( Array::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 ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { vector3_normalise( reinterpret_cast( ( *i ).tangent ) ); vector3_normalise( reinterpret_cast( ( *i ).bitangent ) ); } } void testSelect( SelectionTest& test, SelectionIntersection& best ){ test.TestTriangles( VertexPointer( VertexPointer::pointer( &m_vertices.data()->vertex ), sizeof( ArbitraryMeshVertex ) ), IndexPointer( m_indices.data(), IndexPointer::index_type( m_indices.size() ) ), best ); } void CopyPicoSurface( const AssScene scene, const aiMesh* mesh ){ if( scene.m_matName != nullptr ){ m_shader = scene.m_matName; } else{ aiMaterial *material = scene.m_scene->mMaterials[mesh->mMaterialIndex]; aiString matname = material->GetName(); #ifdef _DEBUG globalOutputStream() << "matname: " << matname.C_Str() << "\n"; #endif aiString texname; if( aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname ) && texname.length != 0 ){ #ifdef _DEBUG globalOutputStream() << "texname: " << texname.C_Str() << "\n"; #endif m_shader = StringOutputStream()( PathCleaned( PathExtensionless( texname.C_Str() ) ) ); } else{ m_shader = StringOutputStream()( PathCleaned( PathExtensionless( matname.C_Str() ) ) ); } const CopiedString oldShader( m_shader ); if( strchr( m_shader.c_str(), '/' ) == nullptr ){ /* texture is likely in the folder, where model is */ m_shader = StringOutputStream()( scene.m_rootPath, m_shader ); } else{ const char *name = m_shader.c_str(); if( name[0] == '/' || ( name[0] != '\0' && name[1] == ':' ) || strstr( name, ".." ) ){ /* absolute path or with .. */ const char* p; if( ( p = string_in_string_nocase( name, "/models/" ) ) || ( p = string_in_string_nocase( name, "/textures/" ) ) ){ m_shader = p + 1; } else{ m_shader = StringOutputStream()( scene.m_rootPath, path_get_filename_start( name ) ); } } } if( oldShader != m_shader ) globalOutputStream() << "substituting: " << oldShader << " -> " << m_shader << "\n"; } m_vertices.resize( mesh->mNumVertices ); m_indices.resize( mesh->mNumFaces * 3 ); for ( std::size_t i = 0; i < m_vertices.size(); ++i ) { m_vertices[i].vertex = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z }; if( mesh->HasNormals() ) m_vertices[i].normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z }; if( mesh->HasTextureCoords( 0 ) ) m_vertices[i].texcoord = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y }; #if 0 if( mesh->HasTangentsAndBitangents() ){ m_vertices[i].tangent = { mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z }; m_vertices[i].bitangent = { mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z }; } #endif #if 0 picoVec_t* color = PicoGetSurfaceColor( surface, 0, int(i) ); m_vertices[i].colour = Colour4b( color[0], color[1], color[2], color[3] ); #endif } size_t idCopied = 0; for ( size_t t = 0; t < mesh->mNumFaces; ++t ){ const aiFace& face = mesh->mFaces[t]; // if( face.mNumIndices == 3 ) for ( size_t i = 0; i < 3; i++ ){ m_indices[idCopied++] = face.mIndices[i]; } } UpdateAABB(); } void constructQuad( std::size_t index, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){ m_vertices[index * 4 + 0] = ArbitraryMeshVertex( vertex3f_for_vector3( a ), normal3f_for_vector3( normal ), texcoord2f_from_array( aabb_texcoord_topleft ) ); m_vertices[index * 4 + 1] = ArbitraryMeshVertex( vertex3f_for_vector3( b ), normal3f_for_vector3( normal ), texcoord2f_from_array( aabb_texcoord_topright ) ); m_vertices[index * 4 + 2] = ArbitraryMeshVertex( vertex3f_for_vector3( c ), normal3f_for_vector3( normal ), texcoord2f_from_array( aabb_texcoord_botright ) ); m_vertices[index * 4 + 3] = ArbitraryMeshVertex( vertex3f_for_vector3( d ), normal3f_for_vector3( normal ), texcoord2f_from_array( aabb_texcoord_botleft ) ); } void constructNull(){ AABB aabb( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) ); Vector3 points[8]; aabb_corners( aabb, points ); m_vertices.resize( 24 ); constructQuad( 0, points[2], points[1], points[5], points[6], aabb_normals[0] ); constructQuad( 1, points[1], points[0], points[4], points[5], aabb_normals[1] ); constructQuad( 2, points[0], points[1], points[2], points[3], aabb_normals[2] ); constructQuad( 3, points[0], points[3], points[7], points[4], aabb_normals[3] ); constructQuad( 4, points[3], points[2], points[6], points[7], aabb_normals[4] ); constructQuad( 5, points[7], points[6], points[5], points[4], aabb_normals[5] ); m_indices.resize( 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, 20, 22, 23, }; Array::iterator j = m_indices.begin(); for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i ) { *j++ = *i; } m_shader = ""; UpdateAABB(); } }; class PicoModel : public Cullable, public Bounded { typedef std::vector surfaces_t; surfaces_t m_surfaces; AABB m_aabb_local; public: Callback m_lightsChanged; PicoModel(){ constructNull(); } PicoModel( const AssScene scene ){ m_aabb_local = AABB(); CopyPicoModel( scene, scene.m_scene->mRootNode ); } ~PicoModel(){ 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(); } 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 render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, std::vector states ) const { for ( surfaces_t::const_iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i ) { if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) { ( *i )->render( renderer, localToWorld, states[i - m_surfaces.begin()] ); } } } 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 ); } } } private: void CopyPicoModel( const AssScene scene, const aiNode* node ){ for( size_t n = 0; n < node->mNumMeshes; ++n ){ const aiMesh *mesh = scene.m_scene->mMeshes[node->mMeshes[n]]; if( mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ){ PicoSurface* picosurface = new PicoSurface( scene, mesh ); aabb_extend_by_aabb_safe( m_aabb_local, picosurface->localAABB() ); m_surfaces.push_back( picosurface ); } } // traverse all children for ( size_t n = 0; n < node->mNumChildren; ++n ){ CopyPicoModel( scene, node->mChildren[n] ); } } void constructNull(){ PicoSurface* picosurface = new PicoSurface(); m_aabb_local = picosurface->localAABB(); m_surfaces.push_back( picosurface ); } }; inline void Surface_addLight( PicoSurface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light ){ if ( light.testAABB( aabb_for_oriented_aabb( surface.localAABB(), localToWorld ) ) ) { lights.addLight( light ); } } class PicoModelInstance : public scene::Instance, public Renderable, public SelectionTestable, public LightCullable, public SkinnedModel { class TypeCasts { InstanceTypeCastTable m_casts; public: TypeCasts(){ InstanceContainedCast::install( m_casts ); InstanceContainedCast::install( m_casts ); InstanceStaticCast::install( m_casts ); InstanceStaticCast::install( m_casts ); InstanceStaticCast::install( m_casts ); } InstanceTypeCastTable& get(){ return m_casts; } }; PicoModel& m_picomodel; const LightList* m_lightList; typedef Array SurfaceLightLists; SurfaceLightLists m_surfaceLightLists; class Remap { public: CopiedString first; Shader* second; Remap() : second( 0 ){ } }; typedef Array SurfaceRemaps; SurfaceRemaps m_skins; public: typedef LazyStatic StaticTypeCasts; void* m_test; Bounded& get( NullType){ return m_picomodel; } Cullable& get( NullType){ return m_picomodel; } void lightsChanged(){ m_lightList->lightsChanged(); } typedef MemberCaller LightsChangedCaller; void constructRemaps(){ ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" ); ModelSkin* skin = NodeTypeCast::cast( path().parent() ); if ( skin != 0 && skin->realised() ) { SurfaceRemaps::iterator j = m_skins.begin(); for ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.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(){ ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" ); 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(){ destroyRemaps(); constructRemaps(); } PicoModelInstance( const PicoModelInstance& ) = delete; // not copyable PicoModelInstance operator=( const PicoModelInstance& ) = delete; // not assignable PicoModelInstance( const scene::Path& path, scene::Instance* parent, PicoModel& picomodel ) : Instance( path, parent, this, StaticTypeCasts::instance().get() ), m_picomodel( picomodel ), m_surfaceLightLists( m_picomodel.size() ), m_skins( m_picomodel.size() ){ m_lightList = &GlobalShaderCache().attach( *this ); m_picomodel.m_lightsChanged = LightsChangedCaller( *this ); Instance::setTransformChangedCallback( LightsChangedCaller( *this ) ); constructRemaps(); } ~PicoModelInstance(){ destroyRemaps(); Instance::setTransformChangedCallback( Callback() ); m_picomodel.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 ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.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_picomodel.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 ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.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 PicoModelNode : public scene::Node::Symbiot, public scene::Instantiable { class TypeCasts { NodeTypeCastTable m_casts; public: TypeCasts(){ NodeStaticCast::install( m_casts ); } NodeTypeCastTable& get(){ return m_casts; } }; scene::Node m_node; InstanceSet m_instances; PicoModel m_picomodel; public: typedef LazyStatic StaticTypeCasts; PicoModelNode() : m_node( this, this, StaticTypeCasts::instance().get() ){ } PicoModelNode( const AssScene scene ) : m_node( this, this, StaticTypeCasts::instance().get() ), m_picomodel( scene ){ } void release(){ delete this; } scene::Node& node(){ return m_node; } scene::Instance* create( const scene::Path& path, scene::Instance* parent ){ return new PicoModelInstance( path, parent, m_picomodel ); } 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 ); } }; scene::Node& loadPicoModel( Assimp::Importer& importer, ArchiveFile& file ){ unsigned flags = //aiProcessPreset_TargetRealtime_Fast // | aiProcess_FixInfacingNormals aiProcess_GenNormals | aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_GenUVCoords | aiProcess_SortByPType | aiProcess_FindDegenerates | aiProcess_FindInvalidData | aiProcess_ValidateDataStructure | aiProcess_FlipUVs | aiProcess_FlipWindingOrder | aiProcess_PreTransformVertices; // rotate the whole scene 90 degrees around the x axis to convert assimp's Y = UP to Quakes's Z = UP importer.SetPropertyMatrix( AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4( 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1 ) ); // aiMatrix4x4::RotationX( c_half_pi ) const aiScene *scene = importer.ReadFile( file.getName(), flags ); if( scene != nullptr ){ if( scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ) globalWarningStream() << "AI_SCENE_FLAGS_INCOMPLETE\n"; const auto rootPath = StringOutputStream()( PathFilenameless( file.getName() ) ); const auto matName = StringOutputStream()( PathExtensionless( file.getName() ) ); return ( new PicoModelNode( AssScene{ scene, rootPath, path_extension_is( file.getName(), "mdl" )? matName.c_str() : nullptr } ) )->node(); } else{ return ( new PicoModelNode() )->node(); } }