StaticModel.cpp 12 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(RayOctreeQuery& query, float initialDistance)
  65. {
  66. PROFILE(RaycastStaticModel);
  67. RayQueryLevel level = query.level_;
  68. switch (level)
  69. {
  70. case RAY_AABB_NOSUBOBJECTS:
  71. case RAY_AABB:
  72. {
  73. RayQueryResult result;
  74. result.drawable_ = this;
  75. result.node_ = GetNode();
  76. result.distance_ = initialDistance;
  77. query.result_.Push(result);
  78. }
  79. break;
  80. case RAY_OBB:
  81. {
  82. Matrix3x4 inverse(GetWorldTransform().Inverse());
  83. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  84. float distance = localRay.HitDistance(boundingBox_);
  85. if (distance < query.maxDistance_)
  86. {
  87. RayQueryResult result;
  88. result.drawable_ = this;
  89. result.node_ = GetNode();
  90. result.distance_ = distance;
  91. query.result_.Push(result);
  92. }
  93. }
  94. break;
  95. case RAY_TRIANGLE:
  96. {
  97. // Do a pretest using the OBB
  98. Matrix3x4 inverse(GetWorldTransform().Inverse());
  99. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  100. float distance = localRay.HitDistance(boundingBox_);
  101. if (distance < query.maxDistance_)
  102. {
  103. // Then the actual test using triangle geometry
  104. for (unsigned i = 0; i < geometries_.Size(); ++i)
  105. {
  106. unsigned lodLevel;
  107. // Check whether to use same LOD as visible, or a specific LOD
  108. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  109. lodLevel = lodLevels_[i];
  110. else
  111. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  112. Geometry* geom = geometries_[i][lodLevel];
  113. if (geom)
  114. {
  115. distance = geom->GetDistance(localRay);
  116. if (distance < query.maxDistance_)
  117. {
  118. RayQueryResult result;
  119. result.drawable_ = this;
  120. result.node_ = GetNode();
  121. result.distance_ = distance;
  122. query.result_.Push(result);
  123. break;
  124. }
  125. }
  126. }
  127. }
  128. }
  129. break;
  130. }
  131. }
  132. void StaticModel::UpdateDistance(const FrameInfo& frame)
  133. {
  134. const Matrix3x4& worldTransform = GetWorldTransform();
  135. distance_ = frame.camera_->GetDistance(worldTransform.Translation());
  136. for (unsigned i = 0; i < geometryCenters_.Size(); ++i)
  137. geometryDistances_[i] = frame.camera_->GetDistance(worldTransform * geometryCenters_[i]);
  138. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  139. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  140. if (newLodDistance != lodDistance_)
  141. {
  142. lodDistance_ = newLodDistance;
  143. lodLevelsDirty_ = true;
  144. }
  145. }
  146. void StaticModel::UpdateGeometry(const FrameInfo& frame)
  147. {
  148. if (lodLevelsDirty_)
  149. CalculateLodLevels();
  150. }
  151. unsigned StaticModel::GetNumBatches()
  152. {
  153. return geometries_.Size();
  154. }
  155. void StaticModel::GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex)
  156. {
  157. batch.distance_ = geometryDistances_[batchIndex];
  158. batch.geometry_ = geometries_[batchIndex][lodLevels_[batchIndex]];
  159. batch.worldTransform_ = &GetWorldTransform();
  160. batch.material_ = materials_[batchIndex];
  161. }
  162. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  163. {
  164. bool success = true;
  165. for (unsigned i = 0; i < geometries_.Size(); ++i)
  166. {
  167. unsigned lodLevel;
  168. // Check whether to use same LOD as visible, or a specific LOD
  169. if (softwareLodLevel_ == M_MAX_UNSIGNED)
  170. lodLevel = lodLevels_[i];
  171. else
  172. lodLevel = Clamp(softwareLodLevel_, 0, geometries_[i].Size());
  173. Geometry* geom = geometries_[i][lodLevel];
  174. if (!geom)
  175. continue;
  176. // Check that the material is suitable for occlusion (default material always is)
  177. // and set culling mode
  178. Material* mat = materials_[i];
  179. if (mat)
  180. {
  181. if (!mat->GetOcclusion())
  182. continue;
  183. buffer->SetCullMode(mat->GetCullMode());
  184. }
  185. else
  186. buffer->SetCullMode(CULL_CCW);
  187. const unsigned char* vertexData;
  188. unsigned vertexSize;
  189. const unsigned char* indexData;
  190. unsigned indexSize;
  191. geom->GetRawData(vertexData, vertexSize, indexData, indexSize);
  192. // Check for valid geometry data
  193. if (!vertexData || !indexData)
  194. continue;
  195. unsigned indexStart = geom->GetIndexStart();
  196. unsigned indexCount = geom->GetIndexCount();
  197. // Draw and check for running out of triangles
  198. if (!buffer->Draw(GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  199. success = false;
  200. if (!success)
  201. break;
  202. }
  203. return success;
  204. }
  205. void StaticModel::SetModel(Model* model)
  206. {
  207. if (!model || model == model_)
  208. return;
  209. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  210. if (model_)
  211. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  212. if (model)
  213. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  214. model_ = model;
  215. // Copy the subgeometry & LOD level structure
  216. SetNumGeometries(model->GetNumGeometries());
  217. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  218. for (unsigned i = 0; i < geometries.Size(); ++i)
  219. geometries_[i] = geometries[i];
  220. geometryCenters_ = model->GetGeometryCenters();
  221. geometryDistances_.Resize(geometryCenters_.Size());
  222. SetBoundingBox(model->GetBoundingBox());
  223. ResetLodLevels();
  224. }
  225. void StaticModel::SetMaterial(Material* material)
  226. {
  227. for (unsigned i = 0; i < materials_.Size(); ++i)
  228. materials_[i] = material;
  229. }
  230. bool StaticModel::SetMaterial(unsigned index, Material* material)
  231. {
  232. if (index >= materials_.Size())
  233. {
  234. LOGERROR("Material index out of bounds");
  235. return false;
  236. }
  237. materials_[index] = material;
  238. return true;
  239. }
  240. void StaticModel::SetSoftwareLodLevel(unsigned level)
  241. {
  242. softwareLodLevel_ = level;
  243. }
  244. Material* StaticModel::GetMaterial(unsigned index) const
  245. {
  246. return index < materials_.Size() ? materials_[index] : (Material*)0;
  247. }
  248. void StaticModel::SetBoundingBox(const BoundingBox& box)
  249. {
  250. boundingBox_ = box;
  251. OnMarkedDirty(node_);
  252. }
  253. void StaticModel::SetNumGeometries(unsigned num)
  254. {
  255. geometries_.Resize(num);
  256. materials_.Resize(num);
  257. ResetLodLevels();
  258. }
  259. void StaticModel::SetModelAttr(ResourceRef value)
  260. {
  261. ResourceCache* cache = GetSubsystem<ResourceCache>();
  262. SetModel(cache->GetResource<Model>(value.id_));
  263. }
  264. void StaticModel::SetMaterialsAttr(ResourceRefList value)
  265. {
  266. ResourceCache* cache = GetSubsystem<ResourceCache>();
  267. for (unsigned i = 0; i < value.ids_.Size(); ++i)
  268. SetMaterial(i, cache->GetResource<Material>(value.ids_[i]));
  269. }
  270. ResourceRef StaticModel::GetModelAttr() const
  271. {
  272. return GetResourceRef(model_, Model::GetTypeStatic());
  273. }
  274. ResourceRefList StaticModel::GetMaterialsAttr() const
  275. {
  276. return GetResourceRefList(materials_);
  277. }
  278. void StaticModel::OnWorldBoundingBoxUpdate()
  279. {
  280. worldBoundingBox_ = boundingBox_.Transformed(GetWorldTransform());
  281. }
  282. void StaticModel::ResetLodLevels()
  283. {
  284. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  285. lodLevels_.Resize(geometries_.Size());
  286. for (unsigned i = 0; i < geometries_.Size(); ++i)
  287. {
  288. if (!geometries_[i].Size())
  289. geometries_[i].Resize(1);
  290. lodLevels_[i] = 0;
  291. }
  292. // Find out the real LOD levels on next geometry update
  293. lodLevelsDirty_ = true;
  294. }
  295. void StaticModel::CalculateLodLevels()
  296. {
  297. for (unsigned i = 0; i < geometries_.Size(); ++i)
  298. {
  299. unsigned j;
  300. for (j = 1; j < geometries_[i].Size(); ++j)
  301. {
  302. if (geometries_[i][j] && lodDistance_ <= geometries_[i][j]->GetLodDistance())
  303. break;
  304. }
  305. lodLevels_[i] = j - 1;
  306. }
  307. lodLevelsDirty_ = false;
  308. }
  309. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  310. {
  311. Model* currentModel = model_;
  312. model_ = 0; // Set null to allow to be re-set
  313. SetModel(currentModel);
  314. }