StaticModel.cpp 13 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 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. ATTRIBUTE(StaticModel, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  58. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE(StaticModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  61. COPY_BASE_ATTRIBUTES(StaticModel, Drawable);
  62. ATTRIBUTE(StaticModel, VAR_INT, "Ray/Occl. LOD Level", softwareLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  63. }
  64. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  65. {
  66. RayQueryLevel level = query.level_;
  67. switch (level)
  68. {
  69. case RAY_AABB_NOSUBOBJECTS:
  70. case RAY_AABB:
  71. Drawable::ProcessRayQuery(query, results);
  72. break;
  73. case RAY_OBB:
  74. {
  75. Matrix3x4 inverse(GetWorldTransform().Inverse());
  76. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  77. float distance = localRay.HitDistance(boundingBox_);
  78. if (distance <= query.maxDistance_)
  79. {
  80. RayQueryResult result;
  81. result.drawable_ = this;
  82. result.node_ = GetNode();
  83. result.distance_ = distance;
  84. result.subObject_ = M_MAX_UNSIGNED;
  85. results.Push(result);
  86. }
  87. }
  88. break;
  89. case RAY_TRIANGLE:
  90. {
  91. // Do a pretest using the OBB
  92. Matrix3x4 inverse(GetWorldTransform().Inverse());
  93. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  94. float distance = localRay.HitDistance(boundingBox_);
  95. if (distance <= query.maxDistance_)
  96. {
  97. // Then the actual test using triangle geometry
  98. for (unsigned i = 0; i < geometries_.Size(); ++i)
  99. {
  100. unsigned lodLevel;
  101. // Check whether to use same LOD as visible, or a specific LOD
  102. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  103. lodLevel = lodLevels_[i];
  104. else
  105. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  106. Geometry* geom = geometries_[i][lodLevel];
  107. if (geom)
  108. {
  109. distance = geom->GetDistance(localRay);
  110. if (distance <= query.maxDistance_)
  111. {
  112. RayQueryResult result;
  113. result.drawable_ = this;
  114. result.node_ = GetNode();
  115. result.distance_ = distance;
  116. result.subObject_ = M_MAX_UNSIGNED;
  117. results.Push(result);
  118. break;
  119. }
  120. }
  121. }
  122. }
  123. }
  124. break;
  125. }
  126. }
  127. void StaticModel::UpdateDistance(const FrameInfo& frame)
  128. {
  129. const Matrix3x4& worldTransform = GetWorldTransform();
  130. distance_ = frame.camera_->GetDistance(worldTransform.Translation());
  131. for (unsigned i = 0; i < geometryCenters_.Size(); ++i)
  132. geometryDistances_[i] = frame.camera_->GetDistance(worldTransform * geometryCenters_[i]);
  133. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  134. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  135. if (newLodDistance != lodDistance_)
  136. {
  137. lodDistance_ = newLodDistance;
  138. CalculateLodLevels();
  139. }
  140. }
  141. unsigned StaticModel::GetNumBatches()
  142. {
  143. return geometries_.Size();
  144. }
  145. void StaticModel::GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex)
  146. {
  147. batch.distance_ = geometryDistances_[batchIndex];
  148. batch.geometry_ = geometries_[batchIndex][lodLevels_[batchIndex]];
  149. batch.worldTransform_ = &GetWorldTransform();
  150. batch.material_ = materials_[batchIndex];
  151. }
  152. unsigned StaticModel::GetNumOccluderTriangles()
  153. {
  154. unsigned triangles = 0;
  155. for (unsigned i = 0; i < geometries_.Size(); ++i)
  156. {
  157. unsigned lodLevel;
  158. // Check whether to use same LOD as visible, or a specific LOD
  159. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  160. lodLevel = lodLevels_[i];
  161. else
  162. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  163. Geometry* geom = geometries_[i][lodLevel];
  164. if (!geom)
  165. continue;
  166. // Check that the material is suitable for occlusion (default material always is)
  167. Material* mat = materials_[i];
  168. if (mat && !mat->GetOcclusion())
  169. continue;
  170. triangles += geom->GetIndexCount() / 3;
  171. }
  172. return triangles;
  173. }
  174. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  175. {
  176. bool success = true;
  177. for (unsigned i = 0; i < geometries_.Size(); ++i)
  178. {
  179. unsigned lodLevel;
  180. // Check whether to use same LOD as visible, or a specific LOD
  181. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  182. lodLevel = lodLevels_[i];
  183. else
  184. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  185. Geometry* geom = geometries_[i][lodLevel];
  186. if (!geom)
  187. continue;
  188. // Check that the material is suitable for occlusion (default material always is)
  189. // and set culling mode
  190. Material* mat = materials_[i];
  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(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. for (unsigned i = 0; i < geometries.Size(); ++i)
  231. geometries_[i] = geometries[i];
  232. geometryCenters_ = model->GetGeometryCenters();
  233. geometryDistances_.Resize(geometryCenters_.Size());
  234. SetBoundingBox(model->GetBoundingBox());
  235. ResetLodLevels();
  236. }
  237. void StaticModel::SetMaterial(Material* material)
  238. {
  239. for (unsigned i = 0; i < materials_.Size(); ++i)
  240. materials_[i] = material;
  241. }
  242. bool StaticModel::SetMaterial(unsigned index, Material* material)
  243. {
  244. if (index >= materials_.Size())
  245. {
  246. LOGERROR("Material index out of bounds");
  247. return false;
  248. }
  249. materials_[index] = material;
  250. return true;
  251. }
  252. void StaticModel::SetSoftwareLodLevel(unsigned level)
  253. {
  254. softwareLodLevel_ = level;
  255. }
  256. Material* StaticModel::GetMaterial(unsigned index) const
  257. {
  258. return index < materials_.Size() ? materials_[index] : (Material*)0;
  259. }
  260. void StaticModel::SetBoundingBox(const BoundingBox& box)
  261. {
  262. boundingBox_ = box;
  263. OnMarkedDirty(node_);
  264. }
  265. void StaticModel::SetNumGeometries(unsigned num)
  266. {
  267. geometries_.Resize(num);
  268. materials_.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(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. ResourceRefList StaticModel::GetMaterialsAttr() const
  287. {
  288. return GetResourceRefList(materials_);
  289. }
  290. void StaticModel::OnWorldBoundingBoxUpdate()
  291. {
  292. worldBoundingBox_ = boundingBox_.Transformed(GetWorldTransform());
  293. }
  294. void StaticModel::ResetLodLevels()
  295. {
  296. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  297. lodLevels_.Resize(geometries_.Size());
  298. for (unsigned i = 0; i < geometries_.Size(); ++i)
  299. {
  300. if (!geometries_[i].Size())
  301. geometries_[i].Resize(1);
  302. lodLevels_[i] = 0;
  303. }
  304. // Find out the real LOD levels on next geometry update
  305. lodDistance_ = M_INFINITY;
  306. }
  307. void StaticModel::CalculateLodLevels()
  308. {
  309. for (unsigned i = 0; i < geometries_.Size(); ++i)
  310. {
  311. unsigned j;
  312. for (j = 1; j < geometries_[i].Size(); ++j)
  313. {
  314. if (geometries_[i][j] && lodDistance_ <= geometries_[i][j]->GetLodDistance())
  315. break;
  316. }
  317. lodLevels_[i] = j - 1;
  318. }
  319. }
  320. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  321. {
  322. Model* currentModel = model_;
  323. model_ = 0; // Set null to allow to be re-set
  324. SetModel(currentModel);
  325. }