Drawable.cpp 8.2 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 "Camera.h"
  25. #include "Context.h"
  26. #include "DebugRenderer.h"
  27. #include "Light.h"
  28. #include "Octree.h"
  29. #include "Scene.h"
  30. #include "Sort.h"
  31. #include "Zone.h"
  32. #include "DebugNew.h"
  33. static const Vector3 DOT_SCALE(1 / 3.0f, 1 / 3.0f, 1 / 3.0f);
  34. OBJECTTYPESTATIC(Drawable);
  35. Drawable::Drawable(Context* context) :
  36. Component(context),
  37. octant_(0),
  38. viewFrame_(0),
  39. viewCamera_(0),
  40. firstLight_(0),
  41. drawDistance_(0.0f),
  42. shadowDistance_(0.0f),
  43. lodBias_(1.0f),
  44. viewMask_(DEFAULT_VIEWMASK),
  45. lightMask_(DEFAULT_LIGHTMASK),
  46. shadowMask_(DEFAULT_SHADOWMASK),
  47. zoneMask_(DEFAULT_ZONEMASK),
  48. maxLights_(0),
  49. distance_(0.0f),
  50. lodDistance_(0.0f),
  51. sortValue_(0.0f),
  52. viewFrameNumber_(0),
  53. basePassFlags_(0),
  54. drawableFlags_(0),
  55. visible_(true),
  56. castShadows_(false),
  57. occluder_(false),
  58. worldBoundingBoxDirty_(true),
  59. updateQueued_(false),
  60. reinsertionQueued_(false)
  61. {
  62. }
  63. Drawable::~Drawable()
  64. {
  65. RemoveFromOctree();
  66. }
  67. void Drawable::RegisterObject(Context* context)
  68. {
  69. ATTRIBUTE(Drawable, VAR_INT, "Max Lights", maxLights_, 0, AM_DEFAULT);
  70. ATTRIBUTE(Drawable, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  71. ATTRIBUTE(Drawable, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  72. ATTRIBUTE(Drawable, VAR_INT, "Shadow Mask", shadowMask_, DEFAULT_SHADOWMASK, AM_DEFAULT);
  73. ACCESSOR_ATTRIBUTE(Drawable, VAR_INT, "Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_ZONEMASK, AM_DEFAULT);
  74. }
  75. void Drawable::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  76. {
  77. float distance = query.ray_.HitDistance(GetWorldBoundingBox());
  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. void Drawable::UpdateDistance(const FrameInfo& frame)
  89. {
  90. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  91. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  92. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  93. if (newLodDistance != lodDistance_)
  94. lodDistance_ = newLodDistance;
  95. }
  96. void Drawable::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  97. {
  98. debug->AddBoundingBox(GetWorldBoundingBox(), Color(0.0f, 1.0f, 0.0f), depthTest);
  99. }
  100. void Drawable::SetDrawDistance(float distance)
  101. {
  102. drawDistance_ = distance;
  103. }
  104. void Drawable::SetShadowDistance(float distance)
  105. {
  106. shadowDistance_ = distance;
  107. }
  108. void Drawable::SetLodBias(float bias)
  109. {
  110. lodBias_ = Max(bias, M_EPSILON);
  111. }
  112. void Drawable::SetViewMask(unsigned mask)
  113. {
  114. viewMask_ = mask;
  115. }
  116. void Drawable::SetLightMask(unsigned mask)
  117. {
  118. lightMask_ = mask;
  119. }
  120. void Drawable::SetShadowMask(unsigned mask)
  121. {
  122. shadowMask_ = mask;
  123. }
  124. void Drawable::SetZoneMask(unsigned mask)
  125. {
  126. zoneMask_ = mask;
  127. // Mark dirty to reset cached zone
  128. OnMarkedDirty(node_);
  129. }
  130. void Drawable::SetMaxLights(unsigned num)
  131. {
  132. maxLights_ = num;
  133. }
  134. void Drawable::SetVisible(bool enable)
  135. {
  136. visible_ = enable;
  137. }
  138. void Drawable::SetCastShadows(bool enable)
  139. {
  140. castShadows_ = enable;
  141. }
  142. void Drawable::SetOccluder(bool enable)
  143. {
  144. occluder_ = enable;
  145. }
  146. void Drawable::MarkForUpdate()
  147. {
  148. if (octant_ && !updateQueued_)
  149. octant_->GetRoot()->QueueUpdate(this);
  150. }
  151. const BoundingBox& Drawable::GetWorldBoundingBox()
  152. {
  153. if (worldBoundingBoxDirty_)
  154. {
  155. OnWorldBoundingBoxUpdate();
  156. worldBoundingBoxDirty_ = false;
  157. }
  158. return worldBoundingBox_;
  159. }
  160. void Drawable::SetZone(Zone* zone)
  161. {
  162. zone_ = zone;
  163. lastZone_ = zone;
  164. }
  165. void Drawable::SetSortValue(float value)
  166. {
  167. sortValue_ = value;
  168. }
  169. void Drawable::MarkInView(const FrameInfo& frame, bool mainView)
  170. {
  171. if (mainView)
  172. {
  173. viewFrameNumber_ = frame.frameNumber_;
  174. viewFrame_ = &frame;
  175. viewCamera_ = frame.camera_;
  176. }
  177. else
  178. {
  179. if (viewFrameNumber_ != frame.frameNumber_ || viewFrame_ != &frame)
  180. {
  181. viewFrameNumber_ = frame.frameNumber_;
  182. viewFrame_ = &frame;
  183. viewCamera_ = 0;
  184. }
  185. }
  186. }
  187. void Drawable::ClearLights()
  188. {
  189. basePassFlags_ = 0;
  190. firstLight_ = 0;
  191. lights_.Clear();
  192. vertexLights_.Clear();
  193. }
  194. void Drawable::AddLight(Light* light)
  195. {
  196. if (lights_.Empty())
  197. firstLight_ = light;
  198. lights_.Push(light);
  199. }
  200. void Drawable::AddVertexLight(Light* light)
  201. {
  202. vertexLights_.Push(light);
  203. }
  204. void Drawable::LimitLights()
  205. {
  206. // Maximum lights value 0 means unlimited
  207. if (!maxLights_)
  208. return;
  209. const BoundingBox& box = GetWorldBoundingBox();
  210. for (unsigned i = 0; i < lights_.Size(); ++i)
  211. lights_[i]->SetIntensitySortValue(box);
  212. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  213. // If more lights than allowed, move to vertex lights and cut the list
  214. if (lights_.Size() > maxLights_)
  215. {
  216. vertexLights_.Insert(vertexLights_.End(), lights_.Begin() + maxLights_, lights_.End());
  217. lights_.Resize(maxLights_);
  218. }
  219. }
  220. void Drawable::LimitVertexLights(bool removeConvertedLights)
  221. {
  222. const BoundingBox& box = GetWorldBoundingBox();
  223. for (unsigned i = vertexLights_.Size() - 1; i < vertexLights_.Size(); --i)
  224. {
  225. // If necessary (light pre-pass rendering), remove lights that were converted to per-vertex
  226. if (removeConvertedLights && !vertexLights_[i]->GetPerVertex())
  227. vertexLights_.Erase(i);
  228. else
  229. vertexLights_[i]->SetIntensitySortValue(box);
  230. }
  231. Sort(vertexLights_.Begin(), vertexLights_.End(), CompareDrawables);
  232. if (vertexLights_.Size() > MAX_VERTEX_LIGHTS)
  233. vertexLights_.Resize(MAX_VERTEX_LIGHTS);
  234. }
  235. Zone* Drawable::GetZone() const
  236. {
  237. return zone_;
  238. }
  239. Zone* Drawable::GetLastZone() const
  240. {
  241. return lastZone_;
  242. }
  243. void Drawable::OnNodeSet(Node* node)
  244. {
  245. // Insert initially into the root octant
  246. if (node)
  247. {
  248. AddToOctree();
  249. node->AddListener(this);
  250. }
  251. else
  252. RemoveFromOctree();
  253. }
  254. void Drawable::OnMarkedDirty(Node* node)
  255. {
  256. if (node == node_)
  257. {
  258. worldBoundingBoxDirty_ = true;
  259. zone_.Reset();
  260. if (octant_ && !reinsertionQueued_)
  261. octant_->GetRoot()->QueueReinsertion(this);
  262. }
  263. }
  264. void Drawable::AddToOctree()
  265. {
  266. Scene* scene = node_->GetScene();
  267. if (scene)
  268. {
  269. Octree* octree = scene->GetComponent<Octree>();
  270. if (octree)
  271. octree->AddDrawable(this);
  272. }
  273. }
  274. void Drawable::RemoveFromOctree()
  275. {
  276. if (octant_)
  277. {
  278. Octree* octree = octant_->GetRoot();
  279. octree->CancelUpdate(this);
  280. octree->CancelReinsertion(this);
  281. octant_->RemoveDrawable(this);
  282. }
  283. }