StaticModel.cpp 13 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Batch.h"
  25. #include "Camera.h"
  26. #include "Context.h"
  27. #include "Geometry.h"
  28. #include "Log.h"
  29. #include "Model.h"
  30. #include "OcclusionBuffer.h"
  31. #include "OctreeQuery.h"
  32. #include "Profiler.h"
  33. #include "ResourceCache.h"
  34. #include "ResourceEvents.h"
  35. #include "StaticModel.h"
  36. #include "XMLElement.h"
  37. #include "DebugNew.h"
  38. static const Vector3 DOT_SCALE(1 / 3.0f, 1 / 3.0f, 1 / 3.0f);
  39. OBJECTTYPESTATIC(StaticModel);
  40. StaticModel::StaticModel(Context* context) :
  41. Drawable(context),
  42. softwareLodLevel_(M_MAX_UNSIGNED)
  43. {
  44. drawableFlags_ = DRAWABLE_GEOMETRY;
  45. materialsAttr_.type_ = Material::GetTypeStatic();
  46. }
  47. StaticModel::~StaticModel()
  48. {
  49. }
  50. void StaticModel::RegisterObject(Context* context)
  51. {
  52. context->RegisterFactory<StaticModel>();
  53. ACCESSOR_ATTRIBUTE(StaticModel, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  54. REF_ACCESSOR_ATTRIBUTE(StaticModel, VAR_RESOURCEREFLIST, "Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  55. ATTRIBUTE(StaticModel, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  56. ATTRIBUTE(StaticModel, VAR_BOOL, "Is Occluder", occluder_, false, AM_DEFAULT);
  57. ACCESSOR_ATTRIBUTE(StaticModel, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  58. ATTRIBUTE(StaticModel, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  61. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  62. COPY_BASE_ATTRIBUTES(StaticModel, Drawable);
  63. ATTRIBUTE(StaticModel, VAR_INT, "Ray/Occl. LOD Level", softwareLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  64. }
  65. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  66. {
  67. RayQueryLevel level = query.level_;
  68. switch (level)
  69. {
  70. case RAY_AABB_NOSUBOBJECTS:
  71. case RAY_AABB:
  72. Drawable::ProcessRayQuery(query, results);
  73. break;
  74. case RAY_OBB:
  75. {
  76. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  77. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  78. float distance = localRay.HitDistance(boundingBox_);
  79. if (distance <= query.maxDistance_)
  80. {
  81. RayQueryResult result;
  82. result.drawable_ = this;
  83. result.node_ = GetNode();
  84. result.distance_ = distance;
  85. result.subObject_ = M_MAX_UNSIGNED;
  86. results.Push(result);
  87. }
  88. }
  89. break;
  90. case RAY_TRIANGLE:
  91. {
  92. // Do a pretest using the OBB
  93. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  94. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  95. float distance = localRay.HitDistance(boundingBox_);
  96. if (distance <= query.maxDistance_)
  97. {
  98. // Then the actual test using triangle geometry
  99. for (unsigned i = 0; i < geometries_.Size(); ++i)
  100. {
  101. unsigned lodLevel;
  102. // Check whether to use same LOD as visible, or a specific LOD
  103. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  104. lodLevel = geometryData_[i].lodLevel_;
  105. else
  106. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  107. Geometry* geom = geometries_[i][lodLevel];
  108. if (geom)
  109. {
  110. distance = geom->GetDistance(localRay);
  111. if (distance <= query.maxDistance_)
  112. {
  113. RayQueryResult result;
  114. result.drawable_ = this;
  115. result.node_ = GetNode();
  116. result.distance_ = distance;
  117. result.subObject_ = M_MAX_UNSIGNED;
  118. results.Push(result);
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. break;
  126. }
  127. }
  128. void StaticModel::UpdateBatches(const FrameInfo& frame)
  129. {
  130. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  131. distance_ = frame.camera_->GetDistance(worldTransform.Translation());
  132. if (batches_.Size() > 1)
  133. {
  134. for (unsigned i = 0; i < batches_.Size(); ++i)
  135. {
  136. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  137. batches_[i].worldTransform_ = &worldTransform;
  138. }
  139. }
  140. else if (batches_.Size() == 1)
  141. {
  142. batches_[0].distance_ = distance_;
  143. batches_[0].worldTransform_ = &worldTransform;
  144. }
  145. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  146. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  147. if (newLodDistance != lodDistance_)
  148. {
  149. lodDistance_ = newLodDistance;
  150. CalculateLodLevels();
  151. }
  152. }
  153. unsigned StaticModel::GetNumOccluderTriangles()
  154. {
  155. unsigned triangles = 0;
  156. for (unsigned i = 0; i < batches_.Size(); ++i)
  157. {
  158. unsigned lodLevel;
  159. // Check whether to use same LOD as visible, or a specific LOD
  160. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  161. lodLevel = geometryData_[i].lodLevel_;
  162. else
  163. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  164. Geometry* geom = geometries_[i][lodLevel];
  165. if (!geom)
  166. continue;
  167. // Check that the material is suitable for occlusion (default material always is)
  168. Material* mat = batches_[i].material_;
  169. if (mat && !mat->GetOcclusion())
  170. continue;
  171. triangles += geom->GetIndexCount() / 3;
  172. }
  173. return triangles;
  174. }
  175. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  176. {
  177. bool success = true;
  178. for (unsigned i = 0; i < batches_.Size(); ++i)
  179. {
  180. unsigned lodLevel;
  181. // Check whether to use same LOD as visible, or a specific LOD
  182. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  183. lodLevel = geometryData_[i].lodLevel_;
  184. else
  185. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  186. Geometry* geom = geometries_[i][lodLevel];
  187. if (!geom)
  188. continue;
  189. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  190. Material* mat = batches_[i].material_;
  191. if (mat)
  192. {
  193. if (!mat->GetOcclusion())
  194. continue;
  195. buffer->SetCullMode(mat->GetCullMode());
  196. }
  197. else
  198. buffer->SetCullMode(CULL_CCW);
  199. const unsigned char* vertexData;
  200. unsigned vertexSize;
  201. const unsigned char* indexData;
  202. unsigned indexSize;
  203. geom->GetRawData(vertexData, vertexSize, indexData, indexSize);
  204. // Check for valid geometry data
  205. if (!vertexData || !indexData)
  206. continue;
  207. unsigned indexStart = geom->GetIndexStart();
  208. unsigned indexCount = geom->GetIndexCount();
  209. // Draw and check for running out of triangles
  210. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  211. success = false;
  212. if (!success)
  213. break;
  214. }
  215. return success;
  216. }
  217. void StaticModel::SetModel(Model* model)
  218. {
  219. if (!model || model == model_)
  220. return;
  221. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  222. if (model_)
  223. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  224. if (model)
  225. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  226. model_ = model;
  227. // Copy the subgeometry & LOD level structure
  228. SetNumGeometries(model->GetNumGeometries());
  229. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  230. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  231. for (unsigned i = 0; i < geometries.Size(); ++i)
  232. {
  233. geometries_[i] = geometries[i];
  234. geometryData_[i].center_ = geometryCenters[i];
  235. }
  236. SetBoundingBox(model->GetBoundingBox());
  237. ResetLodLevels();
  238. MarkNetworkUpdate();
  239. }
  240. void StaticModel::SetMaterial(Material* material)
  241. {
  242. for (unsigned i = 0; i < batches_.Size(); ++i)
  243. batches_[i].material_ = material;
  244. MarkNetworkUpdate();
  245. }
  246. bool StaticModel::SetMaterial(unsigned index, Material* material)
  247. {
  248. if (index >= batches_.Size())
  249. {
  250. LOGERROR("Material index out of bounds");
  251. return false;
  252. }
  253. batches_[index].material_ = material;
  254. MarkNetworkUpdate();
  255. return true;
  256. }
  257. void StaticModel::SetSoftwareLodLevel(unsigned level)
  258. {
  259. softwareLodLevel_ = level;
  260. MarkNetworkUpdate();
  261. }
  262. Material* StaticModel::GetMaterial(unsigned index) const
  263. {
  264. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  265. }
  266. void StaticModel::SetBoundingBox(const BoundingBox& box)
  267. {
  268. boundingBox_ = box;
  269. OnMarkedDirty(node_);
  270. }
  271. void StaticModel::SetNumGeometries(unsigned num)
  272. {
  273. batches_.Resize(num);
  274. geometries_.Resize(num);
  275. geometryData_.Resize(num);
  276. ResetLodLevels();
  277. }
  278. void StaticModel::SetModelAttr(ResourceRef value)
  279. {
  280. ResourceCache* cache = GetSubsystem<ResourceCache>();
  281. SetModel(cache->GetResource<Model>(value.id_));
  282. }
  283. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  284. {
  285. ResourceCache* cache = GetSubsystem<ResourceCache>();
  286. for (unsigned i = 0; i < value.ids_.Size(); ++i)
  287. SetMaterial(i, cache->GetResource<Material>(value.ids_[i]));
  288. }
  289. ResourceRef StaticModel::GetModelAttr() const
  290. {
  291. return GetResourceRef(model_, Model::GetTypeStatic());
  292. }
  293. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  294. {
  295. materialsAttr_.ids_.Resize(batches_.Size());
  296. for (unsigned i = 0; i < batches_.Size(); ++i)
  297. materialsAttr_.ids_[i] = batches_[i].material_ ? batches_[i].material_->GetNameHash() : StringHash();
  298. return materialsAttr_;
  299. }
  300. void StaticModel::OnWorldBoundingBoxUpdate()
  301. {
  302. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  303. }
  304. void StaticModel::ResetLodLevels()
  305. {
  306. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  307. for (unsigned i = 0; i < batches_.Size(); ++i)
  308. {
  309. if (!geometries_[i].Size())
  310. geometries_[i].Resize(1);
  311. batches_[i].geometry_ = geometries_[i][0];
  312. geometryData_[i].lodLevel_ = 0;
  313. }
  314. // Find out the real LOD levels on next geometry update
  315. lodDistance_ = M_INFINITY;
  316. }
  317. void StaticModel::CalculateLodLevels()
  318. {
  319. for (unsigned i = 0; i < batches_.Size(); ++i)
  320. {
  321. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  322. unsigned j;
  323. for (j = 1; j < batchGeometries.Size(); ++j)
  324. {
  325. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  326. break;
  327. }
  328. unsigned newLodLevel = j - 1;
  329. if (geometryData_[i].lodLevel_ != newLodLevel)
  330. {
  331. geometryData_[i].lodLevel_ = newLodLevel;
  332. batches_[i].geometry_ = batchGeometries[newLodLevel];
  333. }
  334. }
  335. }
  336. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  337. {
  338. Model* currentModel = model_;
  339. model_ = 0; // Set null to allow to be re-set
  340. SetModel(currentModel);
  341. }