#include "Base.h" #include "Model.h" #include "MeshPart.h" #include "Scene.h" #include "Technique.h" #include "Pass.h" #include "Node.h" namespace gameplay { Model::Model(Mesh* mesh) : _mesh(mesh), _material(NULL), _partCount(0), _partMaterials(NULL), _node(NULL), _skin(NULL) { GP_ASSERT(mesh); _partCount = mesh->getPartCount(); } Model::~Model() { SAFE_RELEASE(_material); if (_partMaterials) { for (unsigned int i = 0; i < _partCount; ++i) { SAFE_RELEASE(_partMaterials[i]); } SAFE_DELETE_ARRAY(_partMaterials); } SAFE_RELEASE(_mesh); SAFE_DELETE(_skin); } Model* Model::create(Mesh* mesh) { GP_ASSERT(mesh); mesh->addRef(); return new Model(mesh); } Mesh* Model::getMesh() const { return _mesh; } unsigned int Model::getMeshPartCount() const { GP_ASSERT(_mesh); return _mesh->getPartCount(); } Material* Model::getMaterial(int partIndex) { GP_ASSERT(partIndex == -1 || partIndex >= 0); Material* m = NULL; if (partIndex < 0) return _material; if (partIndex >= (int)_partCount) return NULL; // Look up explicitly specified part material. if (_partMaterials) { m = _partMaterials[partIndex]; } if (m == NULL) { // Return the shared material. m = _material; } return m; } void Model::setMaterial(Material* material, int partIndex) { GP_ASSERT(partIndex == -1 || (partIndex >= 0 && partIndex < (int)getMeshPartCount())); Material* oldMaterial = NULL; if (partIndex == -1) { oldMaterial = _material; // Set new shared material. if (material) { _material = material; _material->addRef(); } } else if (partIndex >= 0 && partIndex < (int)getMeshPartCount()) { // Ensure mesh part count is up-to-date. validatePartCount(); // Release existing part material and part binding. if (_partMaterials) { oldMaterial = _partMaterials[partIndex]; } else { // Allocate part arrays for the first time. if (_partMaterials == NULL) { _partMaterials = new Material*[_partCount]; memset(_partMaterials, 0, sizeof(Material*) * _partCount); } } // Set new part material. if (material) { _partMaterials[partIndex] = material; material->addRef(); } } // Release existing material and binding. if (oldMaterial) { for (unsigned int i = 0, tCount = oldMaterial->getTechniqueCount(); i < tCount; ++i) { Technique* t = oldMaterial->getTechniqueByIndex(i); GP_ASSERT(t); for (unsigned int j = 0, pCount = t->getPassCount(); j < pCount; ++j) { GP_ASSERT(t->getPassByIndex(j)); t->getPassByIndex(j)->setVertexAttributeBinding(NULL); } } SAFE_RELEASE(oldMaterial); } if (material) { // Hookup vertex attribute bindings for all passes in the new material. for (unsigned int i = 0, tCount = material->getTechniqueCount(); i < tCount; ++i) { Technique* t = material->getTechniqueByIndex(i); GP_ASSERT(t); for (unsigned int j = 0, pCount = t->getPassCount(); j < pCount; ++j) { Pass* p = t->getPassByIndex(j); GP_ASSERT(p); VertexAttributeBinding* b = VertexAttributeBinding::create(_mesh, p->getEffect()); p->setVertexAttributeBinding(b); SAFE_RELEASE(b); } } // Apply node binding for the new material. if (_node) { setMaterialNodeBinding(material); } } } Material* Model::setMaterial(const char* vshPath, const char* fshPath, const char* defines, int partIndex) { // Try to create a Material with the given parameters. Material* material = Material::create(vshPath, fshPath, defines); if (material == NULL) { GP_ERROR("Failed to create material for model."); return NULL; } // Assign the material to us. setMaterial(material, partIndex); // Release the material since we now have a reference to it. material->release(); return material; } Material* Model::setMaterial(const char* materialPath, int partIndex) { // Try to create a Material from the specified material file. Material* material = Material::create(materialPath); if (material == NULL) { GP_ERROR("Failed to create material for model."); return NULL; } // Assign the material to us setMaterial(material, partIndex); // Release the material since we now have a reference to it material->release(); return material; } bool Model::hasMaterial(unsigned int partIndex) const { return (partIndex < _partCount && _partMaterials && _partMaterials[partIndex]); } MeshSkin* Model::getSkin() const { return _skin; } void Model::setSkin(MeshSkin* skin) { if (_skin != skin) { // Free the old skin SAFE_DELETE(_skin); // Assign the new skin _skin = skin; if (_skin) _skin->_model = this; } } Node* Model::getNode() const { return _node; } void Model::setNode(Node* node) { _node = node; // Re-bind node related material parameters if (node) { if (_material) { setMaterialNodeBinding(_material); } if (_partMaterials) { for (unsigned int i = 0; i < _partCount; ++i) { if (_partMaterials[i]) { setMaterialNodeBinding(_partMaterials[i]); } } } } } static bool drawWireframe(Mesh* mesh) { switch (mesh->getPrimitiveType()) { case Mesh::TRIANGLES: { unsigned int vertexCount = mesh->getVertexCount(); for (unsigned int i = 0; i < vertexCount; i += 3) { GL_ASSERT( glDrawArrays(GL_LINE_LOOP, i, 3) ); } } return true; case Mesh::TRIANGLE_STRIP: { unsigned int vertexCount = mesh->getVertexCount(); for (unsigned int i = 2; i < vertexCount; ++i) { GL_ASSERT( glDrawArrays(GL_LINE_LOOP, i-2, 3) ); } } return true; default: // not supported return false; } } static bool drawWireframe(MeshPart* part) { unsigned int indexCount = part->getIndexCount(); unsigned int indexSize = 0; switch (part->getIndexFormat()) { case Mesh::INDEX8: indexSize = 1; break; case Mesh::INDEX16: indexSize = 2; break; case Mesh::INDEX32: indexSize = 4; break; default: GP_ERROR("Unsupported index format (%d).", part->getIndexFormat()); return false; } switch (part->getPrimitiveType()) { case Mesh::TRIANGLES: { for (unsigned int i = 0; i < indexCount; i += 3) { GL_ASSERT( glDrawElements(GL_LINE_LOOP, 3, part->getIndexFormat(), ((const GLvoid*)(i*indexSize))) ); } } return true; case Mesh::TRIANGLE_STRIP: { for (unsigned int i = 2; i < indexCount; ++i) { GL_ASSERT( glDrawElements(GL_LINE_LOOP, 3, part->getIndexFormat(), ((const GLvoid*)((i-2)*indexSize))) ); } } return true; default: // not supported return false; } } unsigned int Model::draw(bool wireframe) { GP_ASSERT(_mesh); unsigned int partCount = _mesh->getPartCount(); if (partCount == 0) { // No mesh parts (index buffers). if (_material) { Technique* technique = _material->getTechnique(); GP_ASSERT(technique); unsigned int passCount = technique->getPassCount(); for (unsigned int i = 0; i < passCount; ++i) { Pass* pass = technique->getPassByIndex(i); GP_ASSERT(pass); pass->bind(); GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) ); if (!wireframe || !drawWireframe(_mesh)) { GL_ASSERT( glDrawArrays(_mesh->getPrimitiveType(), 0, _mesh->getVertexCount()) ); } pass->unbind(); } } } else { for (unsigned int i = 0; i < partCount; ++i) { MeshPart* part = _mesh->getPart(i); GP_ASSERT(part); // Get the material for this mesh part. Material* material = getMaterial(i); if (material) { Technique* technique = material->getTechnique(); GP_ASSERT(technique); unsigned int passCount = technique->getPassCount(); for (unsigned int j = 0; j < passCount; ++j) { Pass* pass = technique->getPassByIndex(j); GP_ASSERT(pass); pass->bind(); GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, part->_indexBuffer) ); if (!wireframe || !drawWireframe(part)) { GL_ASSERT( glDrawElements(part->getPrimitiveType(), part->getIndexCount(), part->getIndexFormat(), 0) ); } pass->unbind(); } } } } return partCount; } void Model::setMaterialNodeBinding(Material *material) { GP_ASSERT(material); if (_node) { material->setNodeBinding(_node); unsigned int techniqueCount = material->getTechniqueCount(); for (unsigned int i = 0; i < techniqueCount; ++i) { Technique* technique = material->getTechniqueByIndex(i); GP_ASSERT(technique); technique->setNodeBinding(_node); unsigned int passCount = technique->getPassCount(); for (unsigned int j = 0; j < passCount; ++j) { Pass* pass = technique->getPassByIndex(j); GP_ASSERT(pass); pass->setNodeBinding(_node); } } } } Model* Model::clone(NodeCloneContext &context) { Model* model = Model::create(getMesh()); if (!model) { GP_ERROR("Failed to clone model."); return NULL; } if (getSkin()) { model->setSkin(getSkin()->clone(context)); } if (getMaterial()) { Material* materialClone = getMaterial()->clone(context); if (!materialClone) { GP_ERROR("Failed to clone material for model."); return model; } model->setMaterial(materialClone); materialClone->release(); } if (_partMaterials) { GP_ASSERT(_partCount == model->_partCount); for (unsigned int i = 0; i < _partCount; ++i) { if (_partMaterials[i]) { Material* materialClone = _partMaterials[i]->clone(context); model->setMaterial(materialClone, i); materialClone->release(); } } } return model; } void Model::validatePartCount() { GP_ASSERT(_mesh); unsigned int partCount = _mesh->getPartCount(); if (_partCount != partCount) { // Allocate new arrays and copy old items to them. if (_partMaterials) { Material** oldArray = _partMaterials; _partMaterials = new Material*[partCount]; memset(_partMaterials, 0, sizeof(Material*) * partCount); if (oldArray) { for (unsigned int i = 0; i < _partCount; ++i) { _partMaterials[i] = oldArray[i]; } } SAFE_DELETE_ARRAY(oldArray); } // Update local part count. _partCount = _mesh->getPartCount(); } } }