PolySceneMesh.cpp 5.5 KB

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  1. /*
  2. * PolySceneMesh.cpp
  3. * TAU
  4. *
  5. * Created by Ivan Safrin on 3/18/08.
  6. * Copyright 2008 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolySceneMesh.h"
  10. using namespace Polycode;
  11. SceneMesh::SceneMesh(String fileName) : SceneEntity(), texture(NULL), material(NULL) {
  12. mesh = new Mesh(fileName);
  13. bBoxRadius = mesh->getRadius();
  14. bBox = mesh->calculateBBox();
  15. skeleton = NULL;
  16. lightmapIndex=0;
  17. showVertexNormals = false;
  18. useVertexBuffer = false;
  19. }
  20. SceneMesh::SceneMesh(Mesh *mesh) : SceneEntity(), texture(NULL), material(NULL) {
  21. this->mesh = mesh;
  22. bBoxRadius = mesh->getRadius();
  23. bBox = mesh->calculateBBox();
  24. skeleton = NULL;
  25. lightmapIndex=0;
  26. showVertexNormals = false;
  27. useVertexBuffer = false;
  28. }
  29. SceneMesh::SceneMesh(int meshType) : texture(NULL), material(NULL) {
  30. mesh = new Mesh(meshType);
  31. bBoxRadius = mesh->getRadius();
  32. bBox = mesh->calculateBBox();
  33. skeleton = NULL;
  34. lightmapIndex=0;
  35. showVertexNormals = false;
  36. useVertexBuffer = false;
  37. }
  38. SceneMesh::~SceneMesh() {
  39. Logger::log("Destroying Scene Mesh...\n");
  40. //delete mesh;
  41. }
  42. Mesh *SceneMesh::getMesh() {
  43. return mesh;
  44. }
  45. void SceneMesh::setTexture(Texture *texture) {
  46. this->texture = texture;
  47. }
  48. void SceneMesh::setMaterial(Material *material) {
  49. this->material = material;
  50. localShaderOptions = material->getShader(0)->createBinding();
  51. }
  52. void SceneMesh::setMaterial(String materialName) {
  53. Material *material = (Material*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_MATERIAL, materialName);
  54. if(!material)
  55. return;
  56. setMaterial(material);
  57. }
  58. Texture *SceneMesh::getTexture() {
  59. return texture;
  60. }
  61. void SceneMesh::loadTexture(String fileName) {
  62. texture = CoreServices::getInstance()->getMaterialManager()->createTextureFromFile(fileName);
  63. }
  64. ShaderBinding *SceneMesh::getLocalShaderOptions() {
  65. return localShaderOptions;
  66. }
  67. void SceneMesh::loadSkeleton(String fileName) {
  68. skeleton = new Skeleton(fileName);
  69. addEntity(skeleton);
  70. setSkeleton(skeleton);
  71. }
  72. void SceneMesh::setSkeleton(Skeleton *skeleton) {
  73. this->skeleton = skeleton;
  74. for(int i=0; i < mesh->getPolygonCount(); i++) {
  75. Polygon *polygon = mesh->getPolygon(i);
  76. unsigned int vCount = polygon->getVertexCount();
  77. for(int j=0; j < vCount; j++) {
  78. Vertex *vertex = polygon->getVertex(j);
  79. for(int k=0; k < vertex->getNumBoneAssignments(); k++) {
  80. vertex->getBoneAssignment(k)->bone = skeleton->getBone(vertex->getBoneAssignment(k)->boneID);
  81. }
  82. }
  83. }
  84. }
  85. Material *SceneMesh::getMaterial() {
  86. return material;
  87. }
  88. Skeleton *SceneMesh::getSkeleton() {
  89. return skeleton;
  90. }
  91. void SceneMesh::renderMeshLocally() {
  92. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  93. /*
  94. Matrix4 boneMat;
  95. for(int i=0; i < mesh->getPolygonCount(); i++) {
  96. Polygon *polygon = mesh->getPolygon(i);
  97. CoreServices::getInstance()->getRenderer()->setNormal(polygon->getFaceNormal());
  98. unsigned int vCount = polygon->getVertexCount();
  99. for(int j=0; j < vCount; j++) {
  100. Vertex *vert = polygon->getVertex(j);
  101. Vector3 norm = *vert->normal;
  102. if(skeleton) {
  103. Vector3 aPos = vert->restPosition;
  104. Vector3 tPos;
  105. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  106. BoneAssignment *bas = vert->getBoneAssignment(b);
  107. Bone *bone = bas->bone;
  108. if(bone) {
  109. Vector3 vec = bone->getFullRestMatrix().inverse() * aPos;
  110. tPos += bone->getFinalMatrix() * vec * bas->weight;
  111. }
  112. }
  113. vert->x = tPos.x;
  114. vert->y = tPos.y;
  115. vert->z = tPos.z;
  116. norm.x += tPos.x;
  117. norm.y += tPos.y;
  118. norm.z += tPos.z;
  119. }
  120. if(polygon->useVertexNormals) {
  121. CoreServices::getInstance()->getRenderer()->setNormal(norm);
  122. }
  123. if(polygon->usesFaceUV()) {
  124. if(polygon->hasSecUVs)
  125. CoreServices::getInstance()->getRenderer()->draw3DVertex2UV(vert, polygon->getTexCoord(j), polygon->getTexCoord2(j));
  126. elseBitworld is gonna be included on next month's PC Gamer CD!
  127. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, polygon->getTexCoord(j));
  128. } else {
  129. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, NULL);
  130. }
  131. }
  132. //CoreServices::getInstance()->getRenderer()->draw3DPolygon(mesh->getPolygon(i));
  133. }
  134. */
  135. // renderer->pushDataArrayForMesh(mesh, RenderDataArray::COLOR_DATA_ARRAY);
  136. renderer->pushDataArrayForMesh(mesh, RenderDataArray::VERTEX_DATA_ARRAY);
  137. renderer->pushDataArrayForMesh(mesh, RenderDataArray::NORMAL_DATA_ARRAY);
  138. renderer->pushDataArrayForMesh(mesh, RenderDataArray::TEXCOORD_DATA_ARRAY);
  139. renderer->drawArrays(mesh->getMeshType());
  140. }
  141. void SceneMesh::cacheToVertexBuffer(bool cache) {
  142. if(cache && !mesh->hasVertexBuffer()) {
  143. CoreServices::getInstance()->getRenderer()->createVertexBufferForMesh(mesh);
  144. }
  145. useVertexBuffer = cache;
  146. }
  147. void SceneMesh::Render() {
  148. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  149. if(material) {
  150. renderer->applyMaterial(material, localShaderOptions,0);
  151. } else {
  152. if(texture)
  153. renderer->setTexture(texture);
  154. else
  155. renderer->setTexture(NULL);
  156. }
  157. if(useVertexBuffer) {
  158. renderer->drawVertexBuffer(mesh->getVertexBuffer());
  159. } else {
  160. renderMeshLocally();
  161. }
  162. if(material)
  163. renderer->clearShader();
  164. if(showVertexNormals) {
  165. renderer->setTexture(NULL);
  166. /*
  167. for(int i=0; i < mesh->getPolygonCount(); i++) {
  168. Polygon *polygon = mesh->getPolygon(i);
  169. unsigned int vCount = polygon->getVertexCount();
  170. for(int j=0; j < vCount; j++) {
  171. Vertex *vert = polygon->getVertex(j);
  172. Vector3 norm = *vert->normal;
  173. CoreServices::getInstance()->getRenderer()->draw3DLine(*vert, norm, 0.4f, Color(0.0f,0.7f,1.0f,0.5f));
  174. }
  175. }
  176. */
  177. }
  178. }