netradiant-custom/plugins/md3model/model.h
Garux df02774ff5 tweak StringOutputStream use
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2024-01-29 16:54:08 +06:00

558 lines
15 KiB
C++

/*
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
*/
#pragma once
#include "cullable.h"
#include "renderable.h"
#include "selectable.h"
#include "modelskin.h"
#include "math/frustum.h"
#include "string/string.h"
#include "generic/static.h"
#include "stream/stringstream.h"
#include "os/path.h"
#include "scenelib.h"
#include "instancelib.h"
#include "transformlib.h"
#include "traverselib.h"
#include "render.h"
class VectorLightList : public LightList
{
typedef std::vector<const RendererLight*> Lights;
Lights m_lights;
public:
void addLight( const RendererLight& light ){
m_lights.push_back( &light );
}
void clear(){
m_lights.clear();
}
void evaluateLights() const {
}
void lightsChanged() const {
}
void forEachLight( const RendererLightCallback& callback ) const {
for ( Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i )
{
callback( *( *i ) );
}
}
};
inline VertexPointer vertexpointer_arbitrarymeshvertex( const ArbitraryMeshVertex* array ){
return VertexPointer( VertexPointer::pointer( &array->vertex ), sizeof( ArbitraryMeshVertex ) );
}
inline void parseTextureName( CopiedString& name, const char* token ){
name = StringStream<64>( PathCleaned( PathExtensionless( token ) ) ); // remove extension
}
// generic renderable triangle surface
class Surface final :
public OpenGLRenderable
{
public:
typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
typedef IndexBuffer indices_t;
private:
AABB m_aabb_local;
CopiedString m_shader;
Shader* m_state;
vertices_t m_vertices;
indices_t m_indices;
void CaptureShader(){
m_state = GlobalShaderCache().capture( m_shader.c_str() );
}
void ReleaseShader(){
GlobalShaderCache().release( m_shader.c_str() );
}
public:
Surface()
: m_shader( "" ), m_state( 0 ){
CaptureShader();
}
~Surface(){
ReleaseShader();
}
vertices_t& vertices(){
return m_vertices;
}
indices_t& indices(){
return m_indices;
}
void setShader( const char* name ){
ReleaseShader();
parseTextureName( m_shader, name );
CaptureShader();
}
const char* getShader() const {
return m_shader.c_str();
}
Shader* getState() const {
return m_state;
}
void updateAABB(){
m_aabb_local = AABB();
for ( vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
aabb_extend_by_point_safe( m_aabb_local, reinterpret_cast<const Vector3&>( ( *i ).vertex ) );
for ( Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3 )
{
ArbitraryMeshVertex& a = m_vertices[*( i + 0 )];
ArbitraryMeshVertex& b = m_vertices[*( i + 1 )];
ArbitraryMeshVertex& c = m_vertices[*( i + 2 )];
ArbitraryMeshTriangle_sumTangents( a, b, c );
}
for ( Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
{
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).tangent ) );
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).bitangent ) );
}
}
void render( RenderStateFlags state ) const {
#if 1
if ( ( state & RENDER_BUMP ) != 0 ) {
gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
gl().glVertexAttribPointer( c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
gl().glVertexAttribPointer( c_attr_Tangent, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->tangent );
gl().glVertexAttribPointer( c_attr_Binormal, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->bitangent );
}
else
{
gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
gl().glTexCoordPointer( 2, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
}
gl().glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex );
gl().glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
#else
gl().glBegin( GL_TRIANGLES );
for ( unsigned int i = 0; i < m_indices.size(); ++i )
{
gl().glTexCoord2fv( &m_vertices[m_indices[i]].texcoord.s );
gl().glNormal3fv( &m_vertices[m_indices[i]].normal.x );
gl().glVertex3fv( &m_vertices[m_indices[i]].vertex.x );
}
gl().glEnd();
#endif
#if defined( _DEBUG ) && !defined( _DEBUG_QUICKER )
gl().glBegin( GL_LINES );
for ( VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
{
Vector3 normal = vector3_added( vertex3f_to_vector3( ( *i ).vertex ), vector3_scaled( normal3f_to_vector3( ( *i ).normal ), 8 ) );
gl().glVertex3fv( vertex3f_to_array( ( *i ).vertex ) );
gl().glVertex3fv( vector3_to_array( normal ) );
}
gl().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;
test.TestTriangles(
vertexpointer_arbitrarymeshvertex( m_vertices.data() ),
IndexPointer( m_indices.data(), IndexPointer::index_type( m_indices.size() ) ),
best
);
if ( best.valid() ) {
selector.addIntersection( best );
}
}
};
// generic model node
class Model :
public Cullable,
public Bounded
{
typedef std::vector<Surface*> surfaces_t;
surfaces_t m_surfaces;
AABB m_aabb_local;
public:
Callback m_lightsChanged;
~Model(){
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
{
delete *i;
}
}
typedef surfaces_t::const_iterator const_iterator;
const_iterator begin() const {
return m_surfaces.begin();
}
const_iterator end() const {
return m_surfaces.end();
}
std::size_t size() const {
return m_surfaces.size();
}
Surface& newSurface(){
m_surfaces.push_back( new Surface );
return *m_surfaces.back();
}
void updateAABB(){
m_aabb_local = AABB();
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
{
aabb_extend_by_aabb_safe( m_aabb_local, ( *i )->localAABB() );
}
}
VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const {
return test.TestAABB( m_aabb_local, localToWorld );
}
virtual const AABB& localAABB() const {
return m_aabb_local;
}
void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
{
if ( ( *i )->intersectVolume( test.getVolume(), localToWorld ) != c_volumeOutside ) {
( *i )->testSelect( selector, test, localToWorld );
}
}
}
};
inline void Surface_addLight( const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light ){
if ( light.testAABB( aabb_for_oriented_aabb( surface.localAABB(), localToWorld ) ) ) {
lights.addLight( light );
}
}
class ModelInstance :
public scene::Instance,
public Renderable,
public SelectionTestable,
public LightCullable,
public SkinnedModel
{
class TypeCasts
{
InstanceTypeCastTable m_casts;
public:
TypeCasts(){
InstanceContainedCast<ModelInstance, Bounded>::install( m_casts );
InstanceContainedCast<ModelInstance, Cullable>::install( m_casts );
InstanceStaticCast<ModelInstance, Renderable>::install( m_casts );
InstanceStaticCast<ModelInstance, SelectionTestable>::install( m_casts );
InstanceStaticCast<ModelInstance, SkinnedModel>::install( m_casts );
}
InstanceTypeCastTable& get(){
return m_casts;
}
};
Model& m_model;
const LightList* m_lightList;
typedef Array<VectorLightList> SurfaceLightLists;
SurfaceLightLists m_surfaceLightLists;
class Remap
{
public:
CopiedString first;
Shader* second;
Remap() : second( 0 ){
}
};
typedef Array<Remap> SurfaceRemaps;
SurfaceRemaps m_skins;
public:
typedef LazyStatic<TypeCasts> StaticTypeCasts;
Bounded& get( NullType<Bounded>){
return m_model;
}
Cullable& get( NullType<Cullable>){
return m_model;
}
void lightsChanged(){
m_lightList->lightsChanged();
}
typedef MemberCaller<ModelInstance, &ModelInstance::lightsChanged> LightsChangedCaller;
void constructRemaps(){
ModelSkin* skin = NodeTypeCast<ModelSkin>::cast( path().parent() );
if ( skin != 0 && skin->realised() ) {
SurfaceRemaps::iterator j = m_skins.begin();
for ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j )
{
const char* remap = skin->getRemap( ( *i )->getShader() );
if ( !string_empty( remap ) ) {
( *j ).first = remap;
( *j ).second = GlobalShaderCache().capture( remap );
}
else
{
( *j ).second = 0;
}
}
SceneChangeNotify();
}
}
void destroyRemaps(){
for ( SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i )
{
if ( ( *i ).second != 0 ) {
GlobalShaderCache().release( ( *i ).first.c_str() );
( *i ).second = 0;
}
}
}
void skinChanged(){
ASSERT_MESSAGE( m_skins.size() == m_model.size(), "ERROR" );
destroyRemaps();
constructRemaps();
}
ModelInstance( const scene::Path& path, scene::Instance* parent, Model& model ) :
Instance( path, parent, this, StaticTypeCasts::instance().get() ),
m_model( model ),
m_surfaceLightLists( m_model.size() ),
m_skins( m_model.size() ){
m_lightList = &GlobalShaderCache().attach( *this );
m_model.m_lightsChanged = LightsChangedCaller( *this );
Instance::setTransformChangedCallback( LightsChangedCaller( *this ) );
constructRemaps();
}
~ModelInstance(){
destroyRemaps();
Instance::setTransformChangedCallback( Callback() );
m_model.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 ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k )
{
if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) {
renderer.setLights( *j );
( *i )->render( renderer, localToWorld, ( *k ).second != 0 ? ( *k ).second : ( *i )->getState() );
}
}
}
void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
m_lightList->evaluateLights();
render( renderer, volume, Instance::localToWorld() );
}
void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
renderSolid( renderer, volume );
}
void testSelect( Selector& selector, SelectionTest& test ){
m_model.testSelect( selector, test, Instance::localToWorld() );
}
bool testLight( const RendererLight& light ) const {
return light.testAABB( worldAABB() );
}
void insertLight( const RendererLight& light ){
const Matrix4& localToWorld = Instance::localToWorld();
SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
for ( Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i )
{
Surface_addLight( *( *i ), *j++, localToWorld, light );
}
}
void clearLights(){
for ( SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i )
{
( *i ).clear();
}
}
};
class ModelNode : public scene::Node::Symbiot, public scene::Instantiable
{
class TypeCasts
{
NodeTypeCastTable m_casts;
public:
TypeCasts(){
NodeStaticCast<ModelNode, scene::Instantiable>::install( m_casts );
}
NodeTypeCastTable& get(){
return m_casts;
}
};
scene::Node m_node;
InstanceSet m_instances;
Model m_model;
public:
typedef LazyStatic<TypeCasts> StaticTypeCasts;
ModelNode() : m_node( this, this, StaticTypeCasts::instance().get() ){
}
Model& model(){
return m_model;
}
void release(){
delete this;
}
scene::Node& node(){
return m_node;
}
scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
return new ModelInstance( path, parent, m_model );
}
void forEachInstance( const scene::Instantiable::Visitor& visitor ){
m_instances.forEachInstance( visitor );
}
void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
m_instances.insert( observer, path, instance );
}
scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
return m_instances.erase( observer, path );
}
};
inline void Surface_constructQuad( Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){
surface.vertices().push_back(
ArbitraryMeshVertex(
vertex3f_for_vector3( a ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_topleft )
)
);
surface.vertices().push_back(
ArbitraryMeshVertex(
vertex3f_for_vector3( b ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_topright )
)
);
surface.vertices().push_back(
ArbitraryMeshVertex(
vertex3f_for_vector3( c ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_botright )
)
);
surface.vertices().push_back(
ArbitraryMeshVertex(
vertex3f_for_vector3( d ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_botleft )
)
);
}
inline void Model_constructNull( Model& model ){
Surface& surface = model.newSurface();
AABB aabb( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) );
Vector3 points[8];
aabb_corners( aabb, points );
surface.vertices().reserve( 24 );
Surface_constructQuad( surface, points[2], points[1], points[5], points[6], aabb_normals[0] );
Surface_constructQuad( surface, points[1], points[0], points[4], points[5], aabb_normals[1] );
Surface_constructQuad( surface, points[0], points[1], points[2], points[3], aabb_normals[2] );
Surface_constructQuad( surface, points[0], points[3], points[7], points[4], aabb_normals[3] );
Surface_constructQuad( surface, points[3], points[2], points[6], points[7], aabb_normals[4] );
Surface_constructQuad( surface, points[7], points[6], points[5], points[4], aabb_normals[5] );
surface.indices().reserve( 36 );
RenderIndex indices[36] = {
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
};
for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i )
{
surface.indices().insert( *i );
}
surface.setShader( "" );
surface.updateAABB();
model.updateAABB();
}