auto str = StringOutputStream()(bla) use form was not doing copy elision or move, but copy
558 lines
15 KiB
C++
558 lines
15 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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#pragma once
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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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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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inline VertexPointer vertexpointer_arbitrarymeshvertex( const ArbitraryMeshVertex* array ){
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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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name = StringStream<64>( PathCleaned( PathExtensionless( token ) ) ); // remove extension
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}
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// generic renderable triangle surface
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class Surface final :
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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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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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public:
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Surface()
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: m_shader( "" ), m_state( 0 ){
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CaptureShader();
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}
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~Surface(){
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ReleaseShader();
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}
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vertices_t& vertices(){
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return m_vertices;
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}
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indices_t& indices(){
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return m_indices;
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}
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void setShader( const char* name ){
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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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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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void updateAABB(){
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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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#if 1
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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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#else
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gl().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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gl().glTexCoord2fv( &m_vertices[m_indices[i]].texcoord.s );
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gl().glNormal3fv( &m_vertices[m_indices[i]].normal.x );
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gl().glVertex3fv( &m_vertices[m_indices[i]].vertex.x );
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}
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gl().glEnd();
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#endif
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#if defined( _DEBUG ) && !defined( _DEBUG_QUICKER )
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gl().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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gl().glVertex3fv( vertex3f_to_array( ( *i ).vertex ) );
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gl().glVertex3fv( vector3_to_array( normal ) );
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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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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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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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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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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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Surface& newSurface(){
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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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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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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 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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};
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inline void Surface_addLight( const Surface& 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 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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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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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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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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return m_model;
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}
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Cullable& get( NullType<Cullable>){
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return m_model;
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}
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void lightsChanged(){
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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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ModelSkin* skin = NodeTypeCast<ModelSkin>::cast( path().parent() );
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if ( skin != 0 && skin->realised() ) {
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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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( *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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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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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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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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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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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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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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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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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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renderSolid( renderer, volume );
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}
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void testSelect( Selector& selector, SelectionTest& test ){
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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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return light.testAABB( worldAABB() );
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}
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void insertLight( const RendererLight& light ){
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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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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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NodeStaticCast<ModelNode, scene::Instantiable>::install( m_casts );
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}
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NodeTypeCastTable& get(){
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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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Model& model(){
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return m_model;
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}
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void release(){
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delete this;
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}
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scene::Node& node(){
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return m_node;
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}
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scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
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return new ModelInstance( path, parent, m_model );
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}
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void forEachInstance( const scene::Instantiable::Visitor& visitor ){
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m_instances.forEachInstance( visitor );
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}
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void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
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m_instances.insert( observer, path, instance );
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}
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scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
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return m_instances.erase( observer, path );
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}
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};
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inline void Surface_constructQuad( Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){
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surface.vertices().push_back(
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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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);
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surface.vertices().push_back(
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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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);
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surface.vertices().push_back(
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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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);
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surface.vertices().push_back(
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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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}
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inline void Model_constructNull( Model& model ){
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Surface& surface = model.newSurface();
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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] );
|
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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, 20, 22, 23,
|
|
};
|
|
|
|
for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i )
|
|
{
|
|
surface.indices().insert( *i );
|
|
}
|
|
|
|
surface.setShader( "" );
|
|
|
|
surface.updateAABB();
|
|
|
|
model.updateAABB();
|
|
}
|