PolySceneMesh.cpp 5.8 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. void SceneMesh::setMesh(Mesh *mesh) {
  39. this->mesh = mesh;
  40. bBoxRadius = mesh->getRadius();
  41. bBox = mesh->calculateBBox();
  42. showVertexNormals = false;
  43. useVertexBuffer = false;
  44. }
  45. SceneMesh::~SceneMesh() {
  46. Logger::log("Destroying Scene Mesh...\n");
  47. //delete mesh;
  48. }
  49. Mesh *SceneMesh::getMesh() {
  50. return mesh;
  51. }
  52. void SceneMesh::setTexture(Texture *texture) {
  53. this->texture = texture;
  54. }
  55. void SceneMesh::setMaterial(Material *material) {
  56. this->material = material;
  57. localShaderOptions = material->getShader(0)->createBinding();
  58. }
  59. void SceneMesh::setMaterial(String materialName) {
  60. Material *material = (Material*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_MATERIAL, materialName);
  61. if(!material)
  62. return;
  63. setMaterial(material);
  64. }
  65. Texture *SceneMesh::getTexture() {
  66. return texture;
  67. }
  68. void SceneMesh::loadTexture(String fileName) {
  69. texture = CoreServices::getInstance()->getMaterialManager()->createTextureFromFile(fileName);
  70. }
  71. ShaderBinding *SceneMesh::getLocalShaderOptions() {
  72. return localShaderOptions;
  73. }
  74. void SceneMesh::loadSkeleton(String fileName) {
  75. skeleton = new Skeleton(fileName);
  76. addEntity(skeleton);
  77. setSkeleton(skeleton);
  78. }
  79. void SceneMesh::setSkeleton(Skeleton *skeleton) {
  80. this->skeleton = skeleton;
  81. for(int i=0; i < mesh->getPolygonCount(); i++) {
  82. Polygon *polygon = mesh->getPolygon(i);
  83. unsigned int vCount = polygon->getVertexCount();
  84. for(int j=0; j < vCount; j++) {
  85. Vertex *vertex = polygon->getVertex(j);
  86. for(int k=0; k < vertex->getNumBoneAssignments(); k++) {
  87. vertex->getBoneAssignment(k)->bone = skeleton->getBone(vertex->getBoneAssignment(k)->boneID);
  88. }
  89. }
  90. }
  91. }
  92. Material *SceneMesh::getMaterial() {
  93. return material;
  94. }
  95. Skeleton *SceneMesh::getSkeleton() {
  96. return skeleton;
  97. }
  98. void SceneMesh::renderMeshLocally() {
  99. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  100. /*
  101. Matrix4 boneMat;
  102. for(int i=0; i < mesh->getPolygonCount(); i++) {
  103. Polygon *polygon = mesh->getPolygon(i);
  104. CoreServices::getInstance()->getRenderer()->setNormal(polygon->getFaceNormal());
  105. unsigned int vCount = polygon->getVertexCount();
  106. for(int j=0; j < vCount; j++) {
  107. Vertex *vert = polygon->getVertex(j);
  108. Vector3 norm = *vert->normal;
  109. if(skeleton) {
  110. Vector3 aPos = vert->restPosition;
  111. Vector3 tPos;
  112. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  113. BoneAssignment *bas = vert->getBoneAssignment(b);
  114. Bone *bone = bas->bone;
  115. if(bone) {
  116. Vector3 vec = bone->getFullRestMatrix().inverse() * aPos;
  117. tPos += bone->getFinalMatrix() * vec * bas->weight;
  118. }
  119. }
  120. vert->x = tPos.x;
  121. vert->y = tPos.y;
  122. vert->z = tPos.z;
  123. norm.x += tPos.x;
  124. norm.y += tPos.y;
  125. norm.z += tPos.z;
  126. }
  127. if(polygon->useVertexNormals) {
  128. CoreServices::getInstance()->getRenderer()->setNormal(norm);
  129. }
  130. if(polygon->usesFaceUV()) {
  131. if(polygon->hasSecUVs)
  132. CoreServices::getInstance()->getRenderer()->draw3DVertex2UV(vert, polygon->getTexCoord(j), polygon->getTexCoord2(j));
  133. elseBitworld is gonna be included on next month's PC Gamer CD!
  134. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, polygon->getTexCoord(j));
  135. } else {
  136. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, NULL);
  137. }
  138. }
  139. //CoreServices::getInstance()->getRenderer()->draw3DPolygon(mesh->getPolygon(i));
  140. }
  141. */
  142. // if(mesh->useVertexColors) {
  143. // renderer->pushDataArrayForMesh(mesh, RenderDataArray::COLOR_DATA_ARRAY);
  144. // }
  145. renderer->pushDataArrayForMesh(mesh, RenderDataArray::VERTEX_DATA_ARRAY);
  146. renderer->pushDataArrayForMesh(mesh, RenderDataArray::NORMAL_DATA_ARRAY);
  147. renderer->pushDataArrayForMesh(mesh, RenderDataArray::TEXCOORD_DATA_ARRAY);
  148. renderer->drawArrays(mesh->getMeshType());
  149. }
  150. void SceneMesh::cacheToVertexBuffer(bool cache) {
  151. if(cache && !mesh->hasVertexBuffer()) {
  152. CoreServices::getInstance()->getRenderer()->createVertexBufferForMesh(mesh);
  153. }
  154. useVertexBuffer = cache;
  155. }
  156. void SceneMesh::Render() {
  157. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  158. if(material) {
  159. renderer->applyMaterial(material, localShaderOptions,0);
  160. } else {
  161. if(texture)
  162. renderer->setTexture(texture);
  163. else
  164. renderer->setTexture(NULL);
  165. }
  166. if(useVertexBuffer) {
  167. renderer->drawVertexBuffer(mesh->getVertexBuffer());
  168. } else {
  169. renderMeshLocally();
  170. }
  171. if(material)
  172. renderer->clearShader();
  173. if(showVertexNormals) {
  174. renderer->setTexture(NULL);
  175. /*
  176. for(int i=0; i < mesh->getPolygonCount(); i++) {
  177. Polygon *polygon = mesh->getPolygon(i);
  178. unsigned int vCount = polygon->getVertexCount();
  179. for(int j=0; j < vCount; j++) {
  180. Vertex *vert = polygon->getVertex(j);
  181. Vector3 norm = *vert->normal;
  182. CoreServices::getInstance()->getRenderer()->draw3DLine(*vert, norm, 0.4f, Color(0.0f,0.7f,1.0f,0.5f));
  183. }
  184. }
  185. */
  186. }
  187. }