auto str = StringOutputStream()(bla) use form was not doing copy elision or move, but copy
699 lines
22 KiB
C++
699 lines
22 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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#include "model.h"
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#include "iarchive.h"
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#include "idatastream.h"
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#include "imodel.h"
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#include "modelskin.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 "math/frustum.h"
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#include "string/string.h"
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#include "generic/static.h"
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#include "shaderlib.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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#include "assimp/Importer.hpp"
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#include "assimp/postprocess.h"
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#include "assimp/scene.h"
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#include "assimp/mesh.h"
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#include "os/path.h"
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#include "stream/stringstream.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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m_lights.push_back( &light );
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}
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void clear(){
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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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void lightsChanged() const {
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}
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void forEachLight( const RendererLightCallback& callback ) const {
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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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struct AssScene
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{
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const aiScene* m_scene;
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const char* m_rootPath;
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const char* m_matName; // forced global mat name, if not null
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};
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class PicoSurface final :
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public OpenGLRenderable
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{
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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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Array<ArbitraryMeshVertex> m_vertices;
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Array<RenderIndex> m_indices;
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public:
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PicoSurface(){
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constructNull();
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CaptureShader();
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}
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PicoSurface( const AssScene scene, const aiMesh* mesh ){
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CopyPicoSurface( scene, mesh );
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CaptureShader();
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}
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~PicoSurface(){
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ReleaseShader();
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}
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void render( RenderStateFlags state ) const {
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if ( ( state & RENDER_BUMP ) != 0 ) {
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gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
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gl().glVertexAttribPointer( c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
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gl().glVertexAttribPointer( c_attr_Tangent, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->tangent );
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gl().glVertexAttribPointer( 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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gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
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gl().glTexCoordPointer( 2, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
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}
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gl().glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex );
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gl().glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
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#if defined( _DEBUG ) && !defined( _DEBUG_QUICKER )
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GLfloat modelview[16];
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gl().glGetFloatv( GL_MODELVIEW_MATRIX, modelview ); // I know this is slow as hell, but hey - we're in _DEBUG
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Matrix4 modelview_inv(
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modelview[0], modelview[1], modelview[2], modelview[3],
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modelview[4], modelview[5], modelview[6], modelview[7],
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modelview[8], modelview[9], modelview[10], modelview[11],
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modelview[12], modelview[13], modelview[14], modelview[15] );
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matrix4_full_invert( modelview_inv );
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Matrix4 modelview_inv_transposed = matrix4_transposed( modelview_inv );
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gl().glBegin( GL_LINES );
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for ( Array<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
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{
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Vector3 normal = normal3f_to_vector3( ( *i ).normal );
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normal = matrix4_transformed_direction( modelview_inv, vector3_normalised( matrix4_transformed_direction( modelview_inv_transposed, normal ) ) ); // do some magic
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Vector3 normalTransformed = vector3_added( vertex3f_to_vector3( ( *i ).vertex ), vector3_scaled( normal, 8 ) );
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gl().glVertex3fv( vertex3f_to_array( ( *i ).vertex ) );
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gl().glVertex3fv( vector3_to_array( normalTransformed ) );
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}
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gl().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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return test.TestAABB( m_aabb_local, localToWorld );
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}
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const AABB& localAABB() const {
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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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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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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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test.BeginMesh( localToWorld, true );
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SelectionIntersection best;
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testSelect( test, best );
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if ( best.valid() ) {
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selector.addIntersection( best );
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}
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}
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const char* getShader() const {
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return m_shader.c_str();
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}
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Shader* getState() const {
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return m_state;
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}
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private:
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void CaptureShader(){
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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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GlobalShaderCache().release( m_shader.c_str() );
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}
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void UpdateAABB(){
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m_aabb_local = AABB();
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for ( std::size_t i = 0; i < m_vertices.size(); ++i )
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aabb_extend_by_point_safe( m_aabb_local, reinterpret_cast<const Vector3&>( m_vertices[i].vertex ) );
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for ( Array<RenderIndex>::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 ( Array<ArbitraryMeshVertex>::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 testSelect( SelectionTest& test, SelectionIntersection& best ){
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test.TestTriangles(
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VertexPointer( VertexPointer::pointer( &m_vertices.data()->vertex ), sizeof( ArbitraryMeshVertex ) ),
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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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}
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void CopyPicoSurface( const AssScene scene, const aiMesh* mesh ){
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if( scene.m_matName != nullptr ){
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m_shader = scene.m_matName;
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}
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else{
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aiMaterial *material = scene.m_scene->mMaterials[mesh->mMaterialIndex];
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aiString matname = material->GetName();
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#ifdef _DEBUG
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globalOutputStream() << "matname: " << matname.C_Str() << '\n';
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#endif
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if( aiString texname;
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aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
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&& texname.length != 0
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures\\" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models/" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models\\" ) ){
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#ifdef _DEBUG
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globalOutputStream() << "texname: " << texname.C_Str() << '\n';
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#endif
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m_shader = StringStream<64>( PathCleaned( PathExtensionless( texname.C_Str() ) ) );
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}
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else{
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m_shader = StringStream<64>( PathCleaned( PathExtensionless( matname.C_Str() ) ) );
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}
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const CopiedString oldShader( m_shader );
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if( strchr( m_shader.c_str(), '/' ) == nullptr ){ /* texture is likely in the folder, where model is */
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m_shader = StringStream<64>( scene.m_rootPath, m_shader );
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}
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else{
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const char *name = m_shader.c_str();
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if( name[0] == '/' || ( name[0] != '\0' && name[1] == ':' ) || strstr( name, ".." ) ){ /* absolute path or with .. */
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const char* p;
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if( ( p = string_in_string_nocase( name, "/models/" ) )
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|| ( p = string_in_string_nocase( name, "/textures/" ) ) ){
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m_shader = p + 1;
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}
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else{
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m_shader = StringStream<64>( scene.m_rootPath, path_get_filename_start( name ) );
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}
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}
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}
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if( oldShader != m_shader )
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globalOutputStream() << "substituting: " << oldShader << " -> " << m_shader << '\n';
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}
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m_vertices.resize( mesh->mNumVertices );
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m_indices.resize( mesh->mNumFaces * 3 );
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for ( std::size_t i = 0; i < m_vertices.size(); ++i )
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{
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m_vertices[i].vertex = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z };
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if( mesh->HasNormals() )
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m_vertices[i].normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z };
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if( mesh->HasTextureCoords( 0 ) )
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m_vertices[i].texcoord = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y };
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#if 0
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if( mesh->HasTangentsAndBitangents() ){
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m_vertices[i].tangent = { mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z };
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m_vertices[i].bitangent = { mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z };
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}
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#endif
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#if 0
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picoVec_t* color = PicoGetSurfaceColor( surface, 0, int(i) );
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m_vertices[i].colour = Colour4b( color[0], color[1], color[2], color[3] );
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#endif
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}
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size_t idCopied = 0;
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for ( size_t t = 0; t < mesh->mNumFaces; ++t ){
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const aiFace& face = mesh->mFaces[t];
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// if( face.mNumIndices == 3 )
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for ( size_t i = 0; i < 3; i++ ){
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m_indices[idCopied++] = face.mIndices[i];
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}
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}
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UpdateAABB();
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}
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void constructQuad( std::size_t index, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){
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m_vertices[index * 4 + 0] = ArbitraryMeshVertex(
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vertex3f_for_vector3( a ),
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normal3f_for_vector3( normal ),
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texcoord2f_from_array( aabb_texcoord_topleft )
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);
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m_vertices[index * 4 + 1] = ArbitraryMeshVertex(
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vertex3f_for_vector3( b ),
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normal3f_for_vector3( normal ),
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texcoord2f_from_array( aabb_texcoord_topright )
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);
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m_vertices[index * 4 + 2] = ArbitraryMeshVertex(
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vertex3f_for_vector3( c ),
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normal3f_for_vector3( normal ),
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texcoord2f_from_array( aabb_texcoord_botright )
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);
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m_vertices[index * 4 + 3] = ArbitraryMeshVertex(
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vertex3f_for_vector3( d ),
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normal3f_for_vector3( normal ),
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texcoord2f_from_array( aabb_texcoord_botleft )
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);
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}
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void constructNull(){
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AABB aabb( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) );
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Vector3 points[8];
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aabb_corners( aabb, points );
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m_vertices.resize( 24 );
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constructQuad( 0, points[2], points[1], points[5], points[6], aabb_normals[0] );
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constructQuad( 1, points[1], points[0], points[4], points[5], aabb_normals[1] );
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constructQuad( 2, points[0], points[1], points[2], points[3], aabb_normals[2] );
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constructQuad( 3, points[0], points[3], points[7], points[4], aabb_normals[3] );
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constructQuad( 4, points[3], points[2], points[6], points[7], aabb_normals[4] );
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constructQuad( 5, points[7], points[6], points[5], points[4], aabb_normals[5] );
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m_indices.resize( 36 );
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RenderIndex indices[36] = {
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0, 1, 2, 0, 2, 3,
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4, 5, 6, 4, 6, 7,
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8, 9, 10, 8, 10, 11,
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12, 13, 14, 12, 14, 15,
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16, 17, 18, 16, 18, 19,
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20, 21, 22, 20, 22, 23,
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};
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Array<RenderIndex>::iterator j = m_indices.begin();
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for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i )
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{
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*j++ = *i;
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}
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m_shader = "";
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UpdateAABB();
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}
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};
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class PicoModel :
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public Cullable,
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public Bounded
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{
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typedef std::vector<PicoSurface*> 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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PicoModel(){
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constructNull();
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}
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PicoModel( const AssScene scene ){
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m_aabb_local = AABB();
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CopyPicoModel( scene, scene.m_scene->mRootNode );
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}
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~PicoModel(){
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for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
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delete *i;
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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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return m_surfaces.begin();
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}
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const_iterator end() const {
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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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return m_surfaces.size();
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}
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VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const {
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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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return m_aabb_local;
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}
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void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, std::vector<Shader*> states ) const {
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for ( surfaces_t::const_iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
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{
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if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) {
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( *i )->render( renderer, localToWorld, states[i - m_surfaces.begin()] );
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}
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}
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}
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void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
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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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( *i )->testSelect( selector, test, localToWorld );
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}
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}
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}
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private:
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void CopyPicoModel( const AssScene scene, const aiNode* node ){
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for( size_t n = 0; n < node->mNumMeshes; ++n ){
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const aiMesh *mesh = scene.m_scene->mMeshes[node->mMeshes[n]];
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if( mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ){
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PicoSurface* picosurface = new PicoSurface( scene, mesh );
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aabb_extend_by_aabb_safe( m_aabb_local, picosurface->localAABB() );
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m_surfaces.push_back( picosurface );
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}
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}
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// traverse all children
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for ( size_t n = 0; n < node->mNumChildren; ++n ){
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CopyPicoModel( scene, node->mChildren[n] );
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}
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}
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void constructNull(){
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PicoSurface* picosurface = new PicoSurface();
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m_aabb_local = picosurface->localAABB();
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m_surfaces.push_back( picosurface );
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}
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};
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inline void Surface_addLight( PicoSurface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light ){
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if ( light.testAABB( aabb_for_oriented_aabb( surface.localAABB(), localToWorld ) ) ) {
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lights.addLight( light );
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}
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}
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class PicoModelInstance :
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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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InstanceContainedCast<PicoModelInstance, Bounded>::install( m_casts );
|
|
InstanceContainedCast<PicoModelInstance, Cullable>::install( m_casts );
|
|
InstanceStaticCast<PicoModelInstance, Renderable>::install( m_casts );
|
|
InstanceStaticCast<PicoModelInstance, SelectionTestable>::install( m_casts );
|
|
InstanceStaticCast<PicoModelInstance, SkinnedModel>::install( m_casts );
|
|
}
|
|
InstanceTypeCastTable& get(){
|
|
return m_casts;
|
|
}
|
|
};
|
|
|
|
PicoModel& m_picomodel;
|
|
|
|
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;
|
|
|
|
void* m_test;
|
|
|
|
Bounded& get( NullType<Bounded>){
|
|
return m_picomodel;
|
|
}
|
|
Cullable& get( NullType<Cullable>){
|
|
return m_picomodel;
|
|
}
|
|
|
|
void lightsChanged(){
|
|
m_lightList->lightsChanged();
|
|
}
|
|
typedef MemberCaller<PicoModelInstance, &PicoModelInstance::lightsChanged> LightsChangedCaller;
|
|
|
|
void constructRemaps(){
|
|
ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" );
|
|
ModelSkin* skin = NodeTypeCast<ModelSkin>::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<PicoModelNode, scene::Instantiable>::install( m_casts );
|
|
}
|
|
NodeTypeCastTable& get(){
|
|
return m_casts;
|
|
}
|
|
};
|
|
|
|
|
|
scene::Node m_node;
|
|
InstanceSet m_instances;
|
|
PicoModel m_picomodel;
|
|
|
|
public:
|
|
typedef LazyStatic<TypeCasts> 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 = StringStream<64>( PathFilenameless( file.getName() ) );
|
|
const auto matName = StringStream<64>( 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();
|
|
}
|
|
}
|