// // Urho3D Engine // Copyright (c) 2008-2012 Lasse Oorni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Batch.h" #include "Camera.h" #include "Context.h" #include "Geometry.h" #include "Log.h" #include "Material.h" #include "Model.h" #include "OcclusionBuffer.h" #include "OctreeQuery.h" #include "Profiler.h" #include "ResourceCache.h" #include "ResourceEvents.h" #include "StaticModel.h" #include "DebugNew.h" namespace Urho3D { OBJECTTYPESTATIC(StaticModel); StaticModel::StaticModel(Context* context) : Drawable(context, DRAWABLE_GEOMETRY), occlusionLodLevel_(M_MAX_UNSIGNED), materialsAttr_(Material::GetTypeStatic()) { } StaticModel::~StaticModel() { } void StaticModel::RegisterObject(Context* context) { context->RegisterFactory(); ACCESSOR_ATTRIBUTE(StaticModel, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT); REF_ACCESSOR_ATTRIBUTE(StaticModel, VAR_RESOURCEREFLIST, "Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT); ATTRIBUTE(StaticModel, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT); ATTRIBUTE(StaticModel, VAR_BOOL, "Is Occluder", occluder_, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE(StaticModel, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT); ATTRIBUTE(StaticModel, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT); COPY_BASE_ATTRIBUTES(StaticModel, Drawable); ATTRIBUTE(StaticModel, VAR_INT, "Occlusion LOD Level", occlusionLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT); } void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector& results) { RayQueryLevel level = query.level_; switch (level) { case RAY_AABB_NOSUBOBJECTS: case RAY_AABB: Drawable::ProcessRayQuery(query, results); break; case RAY_OBB: case RAY_TRIANGLE: Matrix3x4 inverse(node_->GetWorldTransform().Inverse()); Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f)); float distance = localRay.HitDistance(boundingBox_); if (distance <= query.maxDistance_) { if (level == RAY_TRIANGLE) { // After a pretest using the OBB, do the actual test using triangle geometry unsigned i = 0; while (i < batches_.Size()) { Geometry* geometry = batches_[i++].geometry_; if (geometry) { distance = geometry->GetHitDistance(localRay); if (distance <= query.maxDistance_) break; } } if (i == batches_.Size()) break; } // If the code reaches here then we have a hit RayQueryResult result; result.drawable_ = this; result.node_ = node_; result.distance_ = distance; result.subObject_ = M_MAX_UNSIGNED; results.Push(result); } break; } } void StaticModel::UpdateBatches(const FrameInfo& frame) { const Matrix3x4& worldTransform = node_->GetWorldTransform(); distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center()); if (batches_.Size() > 1) { for (unsigned i = 0; i < batches_.Size(); ++i) { batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_); batches_[i].worldTransform_ = &worldTransform; } } else if (batches_.Size() == 1) { batches_[0].distance_ = distance_; batches_[0].worldTransform_ = &worldTransform; } float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE); float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_); if (newLodDistance != lodDistance_) { lodDistance_ = newLodDistance; CalculateLodLevels(); } } Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level) { if (batchIndex >= geometries_.Size()) return 0; // If level is out of range, use visible geometry if (level < geometries_[batchIndex].Size()) return geometries_[batchIndex][level]; else return batches_[batchIndex].geometry_; } unsigned StaticModel::GetNumOccluderTriangles() { unsigned triangles = 0; for (unsigned i = 0; i < batches_.Size(); ++i) { Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_); if (!geometry) continue; // Check that the material is suitable for occlusion (default material always is) Material* mat = batches_[i].material_; if (mat && !mat->GetOcclusion()) continue; triangles += geometry->GetIndexCount() / 3; } return triangles; } bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer) { for (unsigned i = 0; i < batches_.Size(); ++i) { Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_); if (!geometry) continue; // Check that the material is suitable for occlusion (default material always is) and set culling mode Material* material = batches_[i].material_; if (material) { if (!material->GetOcclusion()) continue; buffer->SetCullMode(material->GetCullMode()); } else buffer->SetCullMode(CULL_CCW); const unsigned char* vertexData; unsigned vertexSize; const unsigned char* indexData; unsigned indexSize; unsigned elementMask; geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask); // Check for valid geometry data if (!vertexData || !indexData) continue; unsigned indexStart = geometry->GetIndexStart(); unsigned indexCount = geometry->GetIndexCount(); // Draw and check for running out of triangles if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount)) return false; } return true; } void StaticModel::SetModel(Model* model) { if (!model || model == model_) return; // Unsubscribe from the reload event of previous model (if any), then subscribe to the new if (model_) UnsubscribeFromEvent(model_, E_RELOADFINISHED); if (model) SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished)); model_ = model; // Copy the subgeometry & LOD level structure SetNumGeometries(model->GetNumGeometries()); const Vector > >& geometries = model->GetGeometries(); const PODVector& geometryCenters = model->GetGeometryCenters(); for (unsigned i = 0; i < geometries.Size(); ++i) { geometries_[i] = geometries[i]; geometryData_[i].center_ = geometryCenters[i]; } SetBoundingBox(model->GetBoundingBox()); ResetLodLevels(); MarkNetworkUpdate(); } void StaticModel::SetMaterial(Material* material) { for (unsigned i = 0; i < batches_.Size(); ++i) batches_[i].material_ = material; MarkNetworkUpdate(); } bool StaticModel::SetMaterial(unsigned index, Material* material) { if (index >= batches_.Size()) { LOGERROR("Material index out of bounds"); return false; } batches_[index].material_ = material; MarkNetworkUpdate(); return true; } void StaticModel::SetOcclusionLodLevel(unsigned level) { occlusionLodLevel_ = level; MarkNetworkUpdate(); } Material* StaticModel::GetMaterial(unsigned index) const { return index < batches_.Size() ? batches_[index].material_ : (Material*)0; } void StaticModel::SetBoundingBox(const BoundingBox& box) { boundingBox_ = box; OnMarkedDirty(node_); } void StaticModel::SetNumGeometries(unsigned num) { batches_.Resize(num); geometries_.Resize(num); geometryData_.Resize(num); ResetLodLevels(); } void StaticModel::SetModelAttr(ResourceRef value) { ResourceCache* cache = GetSubsystem(); SetModel(cache->GetResource(value.id_)); } void StaticModel::SetMaterialsAttr(const ResourceRefList& value) { ResourceCache* cache = GetSubsystem(); for (unsigned i = 0; i < value.ids_.Size(); ++i) SetMaterial(i, cache->GetResource(value.ids_[i])); } ResourceRef StaticModel::GetModelAttr() const { return GetResourceRef(model_, Model::GetTypeStatic()); } const ResourceRefList& StaticModel::GetMaterialsAttr() const { materialsAttr_.ids_.Resize(batches_.Size()); for (unsigned i = 0; i < batches_.Size(); ++i) materialsAttr_.ids_[i] = batches_[i].material_ ? batches_[i].material_->GetNameHash() : StringHash(); return materialsAttr_; } void StaticModel::OnWorldBoundingBoxUpdate() { worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform()); } void StaticModel::ResetLodLevels() { // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level for (unsigned i = 0; i < batches_.Size(); ++i) { if (!geometries_[i].Size()) geometries_[i].Resize(1); batches_[i].geometry_ = geometries_[i][0]; geometryData_[i].lodLevel_ = 0; } // Find out the real LOD levels on next geometry update lodDistance_ = M_INFINITY; } void StaticModel::CalculateLodLevels() { for (unsigned i = 0; i < batches_.Size(); ++i) { const Vector >& batchGeometries = geometries_[i]; unsigned j; for (j = 1; j < batchGeometries.Size(); ++j) { if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance()) break; } unsigned newLodLevel = j - 1; if (geometryData_[i].lodLevel_ != newLodLevel) { geometryData_[i].lodLevel_ = newLodLevel; batches_[i].geometry_ = batchGeometries[newLodLevel]; } } } void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData) { Model* currentModel = model_; model_.Reset(); // Set null to allow to be re-set SetModel(currentModel); } }