StaticModel.cpp 12 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  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 "DebugNew.h"
  38. namespace Urho3D
  39. {
  40. OBJECTTYPESTATIC(StaticModel);
  41. StaticModel::StaticModel(Context* context) :
  42. Drawable(context, DRAWABLE_GEOMETRY),
  43. occlusionLodLevel_(M_MAX_UNSIGNED),
  44. materialsAttr_(Material::GetTypeStatic())
  45. {
  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. case RAY_TRIANGLE:
  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. if (level == RAY_TRIANGLE)
  82. {
  83. // After a pretest using the OBB, do the actual test using triangle geometry
  84. unsigned i = 0;
  85. while (i < batches_.Size())
  86. {
  87. Geometry* geometry = batches_[i++].geometry_;
  88. if (geometry)
  89. {
  90. distance = geometry->GetHitDistance(localRay);
  91. if (distance <= query.maxDistance_)
  92. break;
  93. }
  94. }
  95. if (i == batches_.Size())
  96. break;
  97. }
  98. // If the code reaches here then we have a hit
  99. RayQueryResult result;
  100. result.drawable_ = this;
  101. result.node_ = node_;
  102. result.distance_ = distance;
  103. result.subObject_ = M_MAX_UNSIGNED;
  104. results.Push(result);
  105. }
  106. break;
  107. }
  108. }
  109. void StaticModel::UpdateBatches(const FrameInfo& frame)
  110. {
  111. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  112. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  113. if (batches_.Size() > 1)
  114. {
  115. for (unsigned i = 0; i < batches_.Size(); ++i)
  116. {
  117. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  118. batches_[i].worldTransform_ = &worldTransform;
  119. }
  120. }
  121. else if (batches_.Size() == 1)
  122. {
  123. batches_[0].distance_ = distance_;
  124. batches_[0].worldTransform_ = &worldTransform;
  125. }
  126. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  127. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  128. if (newLodDistance != lodDistance_)
  129. {
  130. lodDistance_ = newLodDistance;
  131. CalculateLodLevels();
  132. }
  133. }
  134. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  135. {
  136. if (batchIndex >= geometries_.Size())
  137. return 0;
  138. // If level is out of range, use visible geometry
  139. if (level < geometries_[batchIndex].Size())
  140. return geometries_[batchIndex][level];
  141. else
  142. return batches_[batchIndex].geometry_;
  143. }
  144. unsigned StaticModel::GetNumOccluderTriangles()
  145. {
  146. unsigned triangles = 0;
  147. for (unsigned i = 0; i < batches_.Size(); ++i)
  148. {
  149. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  150. if (!geometry)
  151. continue;
  152. // Check that the material is suitable for occlusion (default material always is)
  153. Material* mat = batches_[i].material_;
  154. if (mat && !mat->GetOcclusion())
  155. continue;
  156. triangles += geometry->GetIndexCount() / 3;
  157. }
  158. return triangles;
  159. }
  160. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  161. {
  162. for (unsigned i = 0; i < batches_.Size(); ++i)
  163. {
  164. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  165. if (!geometry)
  166. continue;
  167. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  168. Material* material = batches_[i].material_;
  169. if (material)
  170. {
  171. if (!material->GetOcclusion())
  172. continue;
  173. buffer->SetCullMode(material->GetCullMode());
  174. }
  175. else
  176. buffer->SetCullMode(CULL_CCW);
  177. const unsigned char* vertexData;
  178. unsigned vertexSize;
  179. const unsigned char* indexData;
  180. unsigned indexSize;
  181. unsigned elementMask;
  182. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  183. // Check for valid geometry data
  184. if (!vertexData || !indexData)
  185. continue;
  186. unsigned indexStart = geometry->GetIndexStart();
  187. unsigned indexCount = geometry->GetIndexCount();
  188. // Draw and check for running out of triangles
  189. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  190. return false;
  191. }
  192. return true;
  193. }
  194. void StaticModel::SetModel(Model* model)
  195. {
  196. if (!model || model == model_)
  197. return;
  198. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  199. if (model_)
  200. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  201. if (model)
  202. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  203. model_ = model;
  204. // Copy the subgeometry & LOD level structure
  205. SetNumGeometries(model->GetNumGeometries());
  206. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  207. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  208. for (unsigned i = 0; i < geometries.Size(); ++i)
  209. {
  210. geometries_[i] = geometries[i];
  211. geometryData_[i].center_ = geometryCenters[i];
  212. }
  213. SetBoundingBox(model->GetBoundingBox());
  214. ResetLodLevels();
  215. MarkNetworkUpdate();
  216. }
  217. void StaticModel::SetMaterial(Material* material)
  218. {
  219. for (unsigned i = 0; i < batches_.Size(); ++i)
  220. batches_[i].material_ = material;
  221. MarkNetworkUpdate();
  222. }
  223. bool StaticModel::SetMaterial(unsigned index, Material* material)
  224. {
  225. if (index >= batches_.Size())
  226. {
  227. LOGERROR("Material index out of bounds");
  228. return false;
  229. }
  230. batches_[index].material_ = material;
  231. MarkNetworkUpdate();
  232. return true;
  233. }
  234. void StaticModel::SetOcclusionLodLevel(unsigned level)
  235. {
  236. occlusionLodLevel_ = level;
  237. MarkNetworkUpdate();
  238. }
  239. Material* StaticModel::GetMaterial(unsigned index) const
  240. {
  241. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  242. }
  243. void StaticModel::SetBoundingBox(const BoundingBox& box)
  244. {
  245. boundingBox_ = box;
  246. OnMarkedDirty(node_);
  247. }
  248. void StaticModel::SetNumGeometries(unsigned num)
  249. {
  250. batches_.Resize(num);
  251. geometries_.Resize(num);
  252. geometryData_.Resize(num);
  253. ResetLodLevels();
  254. }
  255. void StaticModel::SetModelAttr(ResourceRef value)
  256. {
  257. ResourceCache* cache = GetSubsystem<ResourceCache>();
  258. SetModel(cache->GetResource<Model>(value.id_));
  259. }
  260. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  261. {
  262. ResourceCache* cache = GetSubsystem<ResourceCache>();
  263. for (unsigned i = 0; i < value.ids_.Size(); ++i)
  264. SetMaterial(i, cache->GetResource<Material>(value.ids_[i]));
  265. }
  266. ResourceRef StaticModel::GetModelAttr() const
  267. {
  268. return GetResourceRef(model_, Model::GetTypeStatic());
  269. }
  270. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  271. {
  272. materialsAttr_.ids_.Resize(batches_.Size());
  273. for (unsigned i = 0; i < batches_.Size(); ++i)
  274. materialsAttr_.ids_[i] = batches_[i].material_ ? batches_[i].material_->GetNameHash() : StringHash();
  275. return materialsAttr_;
  276. }
  277. void StaticModel::OnWorldBoundingBoxUpdate()
  278. {
  279. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  280. }
  281. void StaticModel::ResetLodLevels()
  282. {
  283. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  284. for (unsigned i = 0; i < batches_.Size(); ++i)
  285. {
  286. if (!geometries_[i].Size())
  287. geometries_[i].Resize(1);
  288. batches_[i].geometry_ = geometries_[i][0];
  289. geometryData_[i].lodLevel_ = 0;
  290. }
  291. // Find out the real LOD levels on next geometry update
  292. lodDistance_ = M_INFINITY;
  293. }
  294. void StaticModel::CalculateLodLevels()
  295. {
  296. for (unsigned i = 0; i < batches_.Size(); ++i)
  297. {
  298. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  299. unsigned j;
  300. for (j = 1; j < batchGeometries.Size(); ++j)
  301. {
  302. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  303. break;
  304. }
  305. unsigned newLodLevel = j - 1;
  306. if (geometryData_[i].lodLevel_ != newLodLevel)
  307. {
  308. geometryData_[i].lodLevel_ = newLodLevel;
  309. batches_[i].geometry_ = batchGeometries[newLodLevel];
  310. }
  311. }
  312. }
  313. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  314. {
  315. Model* currentModel = model_;
  316. model_.Reset(); // Set null to allow to be re-set
  317. SetModel(currentModel);
  318. }
  319. }