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 "Material.h"
  30. #include "Model.h"
  31. #include "OcclusionBuffer.h"
  32. #include "OctreeQuery.h"
  33. #include "Profiler.h"
  34. #include "ResourceCache.h"
  35. #include "ResourceEvents.h"
  36. #include "StaticModel.h"
  37. #include "XMLElement.h"
  38. #include "DebugNew.h"
  39. static const Vector3 DOT_SCALE(1 / 3.0f, 1 / 3.0f, 1 / 3.0f);
  40. OBJECTTYPESTATIC(StaticModel);
  41. StaticModel::StaticModel(Context* context) :
  42. Drawable(context),
  43. softwareLodLevel_(M_MAX_UNSIGNED)
  44. {
  45. drawableFlags_ = DRAWABLE_GEOMETRY;
  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. 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(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(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 = lodLevels_[i];
  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::UpdateDistance(const FrameInfo& frame)
  129. {
  130. const Matrix3x4& worldTransform = GetWorldTransform();
  131. distance_ = frame.camera_->GetDistance(worldTransform.Translation());
  132. for (unsigned i = 0; i < geometryCenters_.Size(); ++i)
  133. geometryDistances_[i] = frame.camera_->GetDistance(worldTransform * geometryCenters_[i]);
  134. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  135. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  136. if (newLodDistance != lodDistance_)
  137. {
  138. lodDistance_ = newLodDistance;
  139. CalculateLodLevels();
  140. }
  141. }
  142. unsigned StaticModel::GetNumBatches()
  143. {
  144. return geometries_.Size();
  145. }
  146. void StaticModel::GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex)
  147. {
  148. batch.distance_ = geometryDistances_[batchIndex];
  149. batch.geometry_ = geometries_[batchIndex][lodLevels_[batchIndex]];
  150. batch.worldTransform_ = &GetWorldTransform();
  151. batch.material_ = materials_[batchIndex];
  152. }
  153. unsigned StaticModel::GetNumOccluderTriangles()
  154. {
  155. unsigned triangles = 0;
  156. for (unsigned i = 0; i < geometries_.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 = lodLevels_[i];
  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 = materials_[i];
  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 < geometries_.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 = lodLevels_[i];
  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)
  190. // and set culling mode
  191. Material* mat = materials_[i];
  192. if (mat)
  193. {
  194. if (!mat->GetOcclusion())
  195. continue;
  196. buffer->SetCullMode(mat->GetCullMode());
  197. }
  198. else
  199. buffer->SetCullMode(CULL_CCW);
  200. const unsigned char* vertexData;
  201. unsigned vertexSize;
  202. const unsigned char* indexData;
  203. unsigned indexSize;
  204. geom->GetRawData(vertexData, vertexSize, indexData, indexSize);
  205. // Check for valid geometry data
  206. if (!vertexData || !indexData)
  207. continue;
  208. unsigned indexStart = geom->GetIndexStart();
  209. unsigned indexCount = geom->GetIndexCount();
  210. // Draw and check for running out of triangles
  211. if (!buffer->Draw(GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  212. success = false;
  213. if (!success)
  214. break;
  215. }
  216. return success;
  217. }
  218. void StaticModel::SetModel(Model* model)
  219. {
  220. if (!model || model == model_)
  221. return;
  222. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  223. if (model_)
  224. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  225. if (model)
  226. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  227. model_ = model;
  228. // Copy the subgeometry & LOD level structure
  229. SetNumGeometries(model->GetNumGeometries());
  230. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  231. for (unsigned i = 0; i < geometries.Size(); ++i)
  232. geometries_[i] = geometries[i];
  233. geometryCenters_ = model->GetGeometryCenters();
  234. geometryDistances_.Resize(geometryCenters_.Size());
  235. SetBoundingBox(model->GetBoundingBox());
  236. ResetLodLevels();
  237. }
  238. void StaticModel::SetMaterial(Material* material)
  239. {
  240. for (unsigned i = 0; i < materials_.Size(); ++i)
  241. materials_[i] = material;
  242. }
  243. bool StaticModel::SetMaterial(unsigned index, Material* material)
  244. {
  245. if (index >= materials_.Size())
  246. {
  247. LOGERROR("Material index out of bounds");
  248. return false;
  249. }
  250. materials_[index] = material;
  251. return true;
  252. }
  253. void StaticModel::SetSoftwareLodLevel(unsigned level)
  254. {
  255. softwareLodLevel_ = level;
  256. }
  257. Material* StaticModel::GetMaterial(unsigned index) const
  258. {
  259. return index < materials_.Size() ? materials_[index] : (Material*)0;
  260. }
  261. void StaticModel::SetBoundingBox(const BoundingBox& box)
  262. {
  263. boundingBox_ = box;
  264. OnMarkedDirty(node_);
  265. }
  266. void StaticModel::SetNumGeometries(unsigned num)
  267. {
  268. geometries_.Resize(num);
  269. materials_.Resize(num);
  270. ResetLodLevels();
  271. }
  272. void StaticModel::SetModelAttr(ResourceRef value)
  273. {
  274. ResourceCache* cache = GetSubsystem<ResourceCache>();
  275. SetModel(cache->GetResource<Model>(value.id_));
  276. }
  277. void StaticModel::SetMaterialsAttr(ResourceRefList value)
  278. {
  279. ResourceCache* cache = GetSubsystem<ResourceCache>();
  280. for (unsigned i = 0; i < value.ids_.Size(); ++i)
  281. SetMaterial(i, cache->GetResource<Material>(value.ids_[i]));
  282. }
  283. ResourceRef StaticModel::GetModelAttr() const
  284. {
  285. return GetResourceRef(model_, Model::GetTypeStatic());
  286. }
  287. ResourceRefList StaticModel::GetMaterialsAttr() const
  288. {
  289. return GetResourceRefList(materials_);
  290. }
  291. void StaticModel::OnWorldBoundingBoxUpdate()
  292. {
  293. worldBoundingBox_ = boundingBox_.Transformed(GetWorldTransform());
  294. }
  295. void StaticModel::ResetLodLevels()
  296. {
  297. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  298. lodLevels_.Resize(geometries_.Size());
  299. for (unsigned i = 0; i < geometries_.Size(); ++i)
  300. {
  301. if (!geometries_[i].Size())
  302. geometries_[i].Resize(1);
  303. lodLevels_[i] = 0;
  304. }
  305. // Find out the real LOD levels on next geometry update
  306. lodDistance_ = M_INFINITY;
  307. }
  308. void StaticModel::CalculateLodLevels()
  309. {
  310. for (unsigned i = 0; i < geometries_.Size(); ++i)
  311. {
  312. unsigned j;
  313. for (j = 1; j < geometries_[i].Size(); ++j)
  314. {
  315. if (geometries_[i][j] && lodDistance_ <= geometries_[i][j]->GetLodDistance())
  316. break;
  317. }
  318. lodLevels_[i] = j - 1;
  319. }
  320. }
  321. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  322. {
  323. Model* currentModel = model_;
  324. model_ = 0; // Set null to allow to be re-set
  325. SetModel(currentModel);
  326. }