PolySceneMesh.cpp 8.3 KB

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  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #include "PolySceneMesh.h"
  20. #include "PolyCoreServices.h"
  21. #include "PolyBone.h"
  22. #include "PolyMaterial.h"
  23. #include "PolyPolygon.h"
  24. #include "PolyRenderer.h"
  25. #include "PolyMaterial.h"
  26. #include "PolyMesh.h"
  27. #include "PolyImage.h"
  28. #include "PolyShader.h"
  29. #include "PolySkeleton.h"
  30. #include "PolyResourceManager.h"
  31. #include "PolyMaterialManager.h"
  32. using namespace Polycode;
  33. SceneMesh *SceneMesh::SceneMeshFromMesh(Mesh *mesh) {
  34. return new SceneMesh(mesh);
  35. }
  36. SceneMesh *SceneMesh::SceneMeshWithType(int meshType) {
  37. return new SceneMesh(meshType);
  38. }
  39. SceneMesh::SceneMesh(const String& fileName) : Entity(), texture(NULL), material(NULL), skeleton(NULL), localShaderOptions(NULL) {
  40. mesh = new Mesh(fileName);
  41. bBoxRadius = mesh->getRadius();
  42. bBox = mesh->calculateBBox();
  43. lightmapIndex=0;
  44. showVertexNormals = false;
  45. useVertexBuffer = false;
  46. lineSmooth = false;
  47. ownsMesh = true;
  48. ownsSkeleton = true;
  49. lineWidth = 1.0;
  50. pointSize = 1.0;
  51. pointSmooth = false;
  52. }
  53. SceneMesh::SceneMesh(Mesh *mesh) : Entity(), texture(NULL), material(NULL), skeleton(NULL), localShaderOptions(NULL) {
  54. this->mesh = mesh;
  55. bBoxRadius = mesh->getRadius();
  56. bBox = mesh->calculateBBox();
  57. lightmapIndex=0;
  58. showVertexNormals = false;
  59. useVertexBuffer = false;
  60. lineSmooth = false;
  61. ownsMesh = true;
  62. ownsSkeleton = true;
  63. lineWidth = 1.0;
  64. pointSize = 1.0;
  65. pointSmooth = false;
  66. }
  67. SceneMesh::SceneMesh(int meshType) : texture(NULL), material(NULL), skeleton(NULL), localShaderOptions(NULL) {
  68. mesh = new Mesh(meshType);
  69. bBoxRadius = mesh->getRadius();
  70. bBox = mesh->calculateBBox();
  71. lightmapIndex=0;
  72. showVertexNormals = false;
  73. useVertexBuffer = false;
  74. lineSmooth = false;
  75. ownsMesh = true;
  76. ownsSkeleton = true;
  77. lineWidth = 1.0;
  78. }
  79. void SceneMesh::setMesh(Mesh *mesh) {
  80. this->mesh = mesh;
  81. bBoxRadius = mesh->getRadius();
  82. bBox = mesh->calculateBBox();
  83. showVertexNormals = false;
  84. useVertexBuffer = false;
  85. }
  86. SceneMesh::~SceneMesh() {
  87. if(ownsSkeleton)
  88. delete skeleton;
  89. if(ownsMesh)
  90. delete mesh;
  91. delete localShaderOptions;
  92. }
  93. Mesh *SceneMesh::getMesh() {
  94. return mesh;
  95. }
  96. void SceneMesh::setTexture(Texture *texture) {
  97. this->texture = texture;
  98. }
  99. void SceneMesh::clearMaterial() {
  100. if(localShaderOptions)
  101. delete localShaderOptions;
  102. localShaderOptions = NULL;
  103. this->material = NULL;
  104. }
  105. void SceneMesh::setMaterial(Material *material) {
  106. if(this->material)
  107. clearMaterial();
  108. if(!material)
  109. return;
  110. if(material->getNumShaders() == 0)
  111. return;
  112. this->material = material;
  113. localShaderOptions = material->getShader(0)->createBinding();
  114. if(texture) {
  115. localShaderOptions->clearTexture("diffuse");
  116. localShaderOptions->addTexture("diffuse", texture);
  117. }
  118. }
  119. void SceneMesh::setMaterialByName(const String& materialName) {
  120. Material *material = (Material*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_MATERIAL, materialName);
  121. if(!material)
  122. return;
  123. setMaterial(material);
  124. }
  125. Texture *SceneMesh::getTexture() const {
  126. return texture;
  127. }
  128. void SceneMesh::loadTexture(const String& fileName) {
  129. MaterialManager *materialManager = CoreServices::getInstance()->getMaterialManager();
  130. texture = materialManager->createTextureFromFile(fileName, materialManager->clampDefault, materialManager->mipmapsDefault);
  131. }
  132. void SceneMesh::loadTextureFromImage(Image *image) {
  133. MaterialManager *materialManager = CoreServices::getInstance()->getMaterialManager();
  134. texture = materialManager->createTextureFromImage(image, materialManager->clampDefault, materialManager->mipmapsDefault);
  135. }
  136. ShaderBinding *SceneMesh::getLocalShaderOptions() {
  137. return localShaderOptions;
  138. }
  139. void SceneMesh::loadSkeleton(const String& fileName) {
  140. skeleton = new Skeleton(fileName);
  141. addChild(skeleton);
  142. setSkeleton(skeleton);
  143. }
  144. void SceneMesh::setSkeleton(Skeleton *skeleton) {
  145. this->skeleton = skeleton;
  146. for(int i=0; i < mesh->getPolygonCount(); i++) {
  147. Polygon *polygon = mesh->getPolygon(i);
  148. unsigned int vCount = polygon->getVertexCount();
  149. for(int j=0; j < vCount; j++) {
  150. Vertex *vertex = polygon->getVertex(j);
  151. for(int k=0; k < vertex->getNumBoneAssignments(); k++) {
  152. vertex->getBoneAssignment(k)->bone = skeleton->getBone(vertex->getBoneAssignment(k)->boneID);
  153. }
  154. }
  155. }
  156. }
  157. void SceneMesh::setLineWidth(Number newWidth) {
  158. lineWidth = newWidth;
  159. }
  160. Material *SceneMesh::getMaterial() {
  161. return material;
  162. }
  163. Skeleton *SceneMesh::getSkeleton() {
  164. return skeleton;
  165. }
  166. void SceneMesh::renderMeshLocally() {
  167. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  168. if(skeleton) {
  169. for(int i=0; i < mesh->getPolygonCount(); i++) {
  170. Polygon *polygon = mesh->getPolygon(i);
  171. unsigned int vCount = polygon->getVertexCount();
  172. for(int j=0; j < vCount; j++) {
  173. Vertex *vert = polygon->getVertex(j);
  174. Vector3 norm;
  175. Vector3 aPos = vert->restPosition;
  176. Vector3 tPos;
  177. Number mult = 1;
  178. /*
  179. Number mult = 0;
  180. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  181. BoneAssignment *bas = vert->getBoneAssignment(b);
  182. mult += bas->weight;
  183. }
  184. mult = 1.0f/mult;
  185. */
  186. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  187. BoneAssignment *bas = vert->getBoneAssignment(b);
  188. Bone *bone = bas->bone;
  189. if(bone) {
  190. Matrix4 restMatrix = bone->getRestMatrix();
  191. Matrix4 finalMatrix = bone->getFinalMatrix();
  192. Vector3 vec = restMatrix * aPos;
  193. tPos += finalMatrix * vec * (bas->weight*mult);
  194. Vector3 nvec = vert->restNormal;
  195. nvec = restMatrix.rotateVector(nvec);
  196. nvec = finalMatrix.rotateVector(nvec);
  197. norm += nvec * (bas->weight*mult);
  198. }
  199. }
  200. vert->x = tPos.x;
  201. vert->y = tPos.y;
  202. vert->z = tPos.z;
  203. norm.Normalize();
  204. vert->setNormal(norm.x, norm.y, norm.z);
  205. }
  206. }
  207. mesh->arrayDirtyMap[RenderDataArray::VERTEX_DATA_ARRAY] = true;
  208. mesh->arrayDirtyMap[RenderDataArray::NORMAL_DATA_ARRAY] = true;
  209. mesh->arrayDirtyMap[RenderDataArray::TANGENT_DATA_ARRAY] = true;
  210. }
  211. renderer->pushDataArrayForMesh(mesh, RenderDataArray::VERTEX_DATA_ARRAY);
  212. renderer->pushDataArrayForMesh(mesh, RenderDataArray::NORMAL_DATA_ARRAY);
  213. renderer->pushDataArrayForMesh(mesh, RenderDataArray::TANGENT_DATA_ARRAY);
  214. renderer->pushDataArrayForMesh(mesh, RenderDataArray::TEXCOORD_DATA_ARRAY);
  215. if(mesh->useVertexColors) {
  216. renderer->pushDataArrayForMesh(mesh, RenderDataArray::COLOR_DATA_ARRAY);
  217. }
  218. renderer->drawArrays(mesh->getMeshType());
  219. }
  220. void SceneMesh::cacheToVertexBuffer(bool cache) {
  221. if(cache && !mesh->hasVertexBuffer()) {
  222. CoreServices::getInstance()->getRenderer()->createVertexBufferForMesh(mesh);
  223. }
  224. useVertexBuffer = cache;
  225. }
  226. void SceneMesh::Render() {
  227. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  228. renderer->setLineSize(lineWidth);
  229. renderer->setLineSmooth(lineSmooth);
  230. renderer->setPointSize(pointSize);
  231. renderer->setPointSmooth(pointSmooth);
  232. if(material) {
  233. renderer->applyMaterial(material, localShaderOptions,0);
  234. } else {
  235. if(texture)
  236. renderer->setTexture(texture);
  237. else
  238. renderer->setTexture(NULL);
  239. }
  240. if(useVertexBuffer) {
  241. renderer->drawVertexBuffer(mesh->getVertexBuffer(), mesh->useVertexColors);
  242. } else {
  243. renderMeshLocally();
  244. }
  245. if(material)
  246. renderer->clearShader();
  247. if(showVertexNormals) {
  248. renderer->setTexture(NULL);
  249. }
  250. }