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. occlusionLodLevel_(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, "Occlusion LOD Level", occlusionLodLevel_, 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 < batches_.Size(); ++i)
  100. {
  101. Geometry* geometry = batches_[i].geometry_;
  102. if (geometry)
  103. {
  104. distance = geometry->GetHitDistance(localRay);
  105. if (distance <= query.maxDistance_)
  106. {
  107. RayQueryResult result;
  108. result.drawable_ = this;
  109. result.node_ = GetNode();
  110. result.distance_ = distance;
  111. result.subObject_ = M_MAX_UNSIGNED;
  112. results.Push(result);
  113. break;
  114. }
  115. }
  116. }
  117. }
  118. }
  119. break;
  120. }
  121. }
  122. void StaticModel::UpdateBatches(const FrameInfo& frame)
  123. {
  124. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  125. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  126. if (batches_.Size() > 1)
  127. {
  128. for (unsigned i = 0; i < batches_.Size(); ++i)
  129. {
  130. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  131. batches_[i].worldTransform_ = &worldTransform;
  132. }
  133. }
  134. else if (batches_.Size() == 1)
  135. {
  136. batches_[0].distance_ = distance_;
  137. batches_[0].worldTransform_ = &worldTransform;
  138. }
  139. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  140. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  141. if (newLodDistance != lodDistance_)
  142. {
  143. lodDistance_ = newLodDistance;
  144. CalculateLodLevels();
  145. }
  146. }
  147. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  148. {
  149. if (batchIndex >= geometries_.Size())
  150. return 0;
  151. // If level is out of range, use visible geometry
  152. if (level < geometries_[batchIndex].Size())
  153. return geometries_[batchIndex][level];
  154. else
  155. return batches_[batchIndex].geometry_;
  156. }
  157. unsigned StaticModel::GetNumOccluderTriangles()
  158. {
  159. unsigned triangles = 0;
  160. for (unsigned i = 0; i < batches_.Size(); ++i)
  161. {
  162. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  163. if (!geometry)
  164. continue;
  165. // Check that the material is suitable for occlusion (default material always is)
  166. Material* mat = batches_[i].material_;
  167. if (mat && !mat->GetOcclusion())
  168. continue;
  169. triangles += geometry->GetIndexCount() / 3;
  170. }
  171. return triangles;
  172. }
  173. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  174. {
  175. bool success = true;
  176. for (unsigned i = 0; i < batches_.Size(); ++i)
  177. {
  178. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  179. if (!geometry)
  180. continue;
  181. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  182. Material* material = batches_[i].material_;
  183. if (material)
  184. {
  185. if (!material->GetOcclusion())
  186. continue;
  187. buffer->SetCullMode(material->GetCullMode());
  188. }
  189. else
  190. buffer->SetCullMode(CULL_CCW);
  191. const unsigned char* vertexData;
  192. unsigned vertexSize;
  193. const unsigned char* indexData;
  194. unsigned indexSize;
  195. unsigned elementMask;
  196. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  197. // Check for valid geometry data
  198. if (!vertexData || !indexData)
  199. continue;
  200. unsigned indexStart = geometry->GetIndexStart();
  201. unsigned indexCount = geometry->GetIndexCount();
  202. // Draw and check for running out of triangles
  203. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  204. success = false;
  205. if (!success)
  206. break;
  207. }
  208. return success;
  209. }
  210. void StaticModel::SetModel(Model* model)
  211. {
  212. if (!model || model == model_)
  213. return;
  214. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  215. if (model_)
  216. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  217. if (model)
  218. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  219. model_ = model;
  220. // Copy the subgeometry & LOD level structure
  221. SetNumGeometries(model->GetNumGeometries());
  222. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  223. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  224. for (unsigned i = 0; i < geometries.Size(); ++i)
  225. {
  226. geometries_[i] = geometries[i];
  227. geometryData_[i].center_ = geometryCenters[i];
  228. }
  229. SetBoundingBox(model->GetBoundingBox());
  230. ResetLodLevels();
  231. MarkNetworkUpdate();
  232. }
  233. void StaticModel::SetMaterial(Material* material)
  234. {
  235. for (unsigned i = 0; i < batches_.Size(); ++i)
  236. batches_[i].material_ = material;
  237. MarkNetworkUpdate();
  238. }
  239. bool StaticModel::SetMaterial(unsigned index, Material* material)
  240. {
  241. if (index >= batches_.Size())
  242. {
  243. LOGERROR("Material index out of bounds");
  244. return false;
  245. }
  246. batches_[index].material_ = material;
  247. MarkNetworkUpdate();
  248. return true;
  249. }
  250. void StaticModel::SetOcclusionLodLevel(unsigned level)
  251. {
  252. occlusionLodLevel_ = level;
  253. MarkNetworkUpdate();
  254. }
  255. Material* StaticModel::GetMaterial(unsigned index) const
  256. {
  257. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  258. }
  259. void StaticModel::SetBoundingBox(const BoundingBox& box)
  260. {
  261. boundingBox_ = box;
  262. OnMarkedDirty(node_);
  263. }
  264. void StaticModel::SetNumGeometries(unsigned num)
  265. {
  266. batches_.Resize(num);
  267. geometries_.Resize(num);
  268. geometryData_.Resize(num);
  269. ResetLodLevels();
  270. }
  271. void StaticModel::SetModelAttr(ResourceRef value)
  272. {
  273. ResourceCache* cache = GetSubsystem<ResourceCache>();
  274. SetModel(cache->GetResource<Model>(value.id_));
  275. }
  276. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  277. {
  278. ResourceCache* cache = GetSubsystem<ResourceCache>();
  279. for (unsigned i = 0; i < value.ids_.Size(); ++i)
  280. SetMaterial(i, cache->GetResource<Material>(value.ids_[i]));
  281. }
  282. ResourceRef StaticModel::GetModelAttr() const
  283. {
  284. return GetResourceRef(model_, Model::GetTypeStatic());
  285. }
  286. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  287. {
  288. materialsAttr_.ids_.Resize(batches_.Size());
  289. for (unsigned i = 0; i < batches_.Size(); ++i)
  290. materialsAttr_.ids_[i] = batches_[i].material_ ? batches_[i].material_->GetNameHash() : StringHash();
  291. return materialsAttr_;
  292. }
  293. void StaticModel::OnWorldBoundingBoxUpdate()
  294. {
  295. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  296. }
  297. void StaticModel::ResetLodLevels()
  298. {
  299. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  300. for (unsigned i = 0; i < batches_.Size(); ++i)
  301. {
  302. if (!geometries_[i].Size())
  303. geometries_[i].Resize(1);
  304. batches_[i].geometry_ = geometries_[i][0];
  305. geometryData_[i].lodLevel_ = 0;
  306. }
  307. // Find out the real LOD levels on next geometry update
  308. lodDistance_ = M_INFINITY;
  309. }
  310. void StaticModel::CalculateLodLevels()
  311. {
  312. for (unsigned i = 0; i < batches_.Size(); ++i)
  313. {
  314. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  315. unsigned j;
  316. for (j = 1; j < batchGeometries.Size(); ++j)
  317. {
  318. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  319. break;
  320. }
  321. unsigned newLodLevel = j - 1;
  322. if (geometryData_[i].lodLevel_ != newLodLevel)
  323. {
  324. geometryData_[i].lodLevel_ = newLodLevel;
  325. batches_[i].geometry_ = batchGeometries[newLodLevel];
  326. }
  327. }
  328. }
  329. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  330. {
  331. Model* currentModel = model_;
  332. model_ = 0; // Set null to allow to be re-set
  333. SetModel(currentModel);
  334. }