Drawable.cpp 8.5 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 "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. drawableFlags_(0),
  38. worldBoundingBoxDirty_(true),
  39. visible_(true),
  40. castShadows_(false),
  41. occluder_(false),
  42. occludee_(true),
  43. updateQueued_(false),
  44. reinsertionQueued_(false),
  45. viewMask_(DEFAULT_VIEWMASK),
  46. lightMask_(DEFAULT_LIGHTMASK),
  47. shadowMask_(DEFAULT_SHADOWMASK),
  48. zoneMask_(DEFAULT_ZONEMASK),
  49. viewFrameNumber_(0),
  50. distance_(0.0f),
  51. lodDistance_(0.0f),
  52. drawDistance_(0.0f),
  53. shadowDistance_(0.0f),
  54. sortValue_(0.0f),
  55. lodBias_(1.0f),
  56. basePassFlags_(0),
  57. maxLights_(0),
  58. octant_(0),
  59. firstLight_(0),
  60. viewFrame_(0),
  61. viewCamera_(0)
  62. {
  63. }
  64. Drawable::~Drawable()
  65. {
  66. RemoveFromOctree();
  67. }
  68. void Drawable::RegisterObject(Context* context)
  69. {
  70. ATTRIBUTE(Drawable, VAR_INT, "Max Lights", maxLights_, 0, AM_DEFAULT);
  71. ATTRIBUTE(Drawable, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  72. ATTRIBUTE(Drawable, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  73. ATTRIBUTE(Drawable, VAR_INT, "Shadow Mask", shadowMask_, DEFAULT_SHADOWMASK, AM_DEFAULT);
  74. ACCESSOR_ATTRIBUTE(Drawable, VAR_INT, "Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_ZONEMASK, AM_DEFAULT);
  75. }
  76. void Drawable::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  77. {
  78. float distance = query.ray_.HitDistance(GetWorldBoundingBox());
  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. void Drawable::UpdateDistance(const FrameInfo& frame)
  90. {
  91. distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
  92. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  93. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  94. if (newLodDistance != lodDistance_)
  95. lodDistance_ = newLodDistance;
  96. }
  97. void Drawable::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  98. {
  99. if (debug)
  100. debug->AddBoundingBox(GetWorldBoundingBox(), Color(0.0f, 1.0f, 0.0f), depthTest);
  101. }
  102. void Drawable::SetDrawDistance(float distance)
  103. {
  104. drawDistance_ = distance;
  105. MarkNetworkUpdate();
  106. }
  107. void Drawable::SetShadowDistance(float distance)
  108. {
  109. shadowDistance_ = distance;
  110. MarkNetworkUpdate();
  111. }
  112. void Drawable::SetLodBias(float bias)
  113. {
  114. lodBias_ = Max(bias, M_EPSILON);
  115. MarkNetworkUpdate();
  116. }
  117. void Drawable::SetViewMask(unsigned mask)
  118. {
  119. viewMask_ = mask;
  120. MarkNetworkUpdate();
  121. }
  122. void Drawable::SetLightMask(unsigned mask)
  123. {
  124. lightMask_ = mask;
  125. MarkNetworkUpdate();
  126. }
  127. void Drawable::SetShadowMask(unsigned mask)
  128. {
  129. shadowMask_ = mask;
  130. MarkNetworkUpdate();
  131. }
  132. void Drawable::SetZoneMask(unsigned mask)
  133. {
  134. zoneMask_ = mask;
  135. // Mark dirty to reset cached zone
  136. OnMarkedDirty(node_);
  137. MarkNetworkUpdate();
  138. }
  139. void Drawable::SetMaxLights(unsigned num)
  140. {
  141. maxLights_ = num;
  142. MarkNetworkUpdate();
  143. }
  144. void Drawable::SetVisible(bool enable)
  145. {
  146. visible_ = enable;
  147. MarkNetworkUpdate();
  148. }
  149. void Drawable::SetCastShadows(bool enable)
  150. {
  151. castShadows_ = enable;
  152. MarkNetworkUpdate();
  153. }
  154. void Drawable::SetOccluder(bool enable)
  155. {
  156. occluder_ = enable;
  157. MarkNetworkUpdate();
  158. }
  159. void Drawable::SetOccludee(bool enable)
  160. {
  161. if (enable != occludee_)
  162. {
  163. occludee_ = enable;
  164. // Reinsert to octree to make sure octant occlusion does not erroneously hide this drawable
  165. if (octant_ && !reinsertionQueued_)
  166. octant_->GetRoot()->QueueReinsertion(this);
  167. MarkNetworkUpdate();
  168. }
  169. }
  170. void Drawable::MarkForUpdate()
  171. {
  172. if (octant_ && !updateQueued_)
  173. octant_->GetRoot()->QueueUpdate(this);
  174. }
  175. const BoundingBox& Drawable::GetWorldBoundingBox()
  176. {
  177. if (worldBoundingBoxDirty_)
  178. {
  179. OnWorldBoundingBoxUpdate();
  180. worldBoundingBoxDirty_ = false;
  181. }
  182. return worldBoundingBox_;
  183. }
  184. void Drawable::SetZone(Zone* zone)
  185. {
  186. zone_ = zone;
  187. lastZone_ = zone;
  188. }
  189. void Drawable::SetSortValue(float value)
  190. {
  191. sortValue_ = value;
  192. }
  193. void Drawable::MarkInView(const FrameInfo& frame, bool mainView)
  194. {
  195. if (mainView)
  196. {
  197. viewFrameNumber_ = frame.frameNumber_;
  198. viewFrame_ = &frame;
  199. viewCamera_ = frame.camera_;
  200. }
  201. else
  202. {
  203. if (viewFrameNumber_ != frame.frameNumber_ || viewFrame_ != &frame)
  204. {
  205. viewFrameNumber_ = frame.frameNumber_;
  206. viewFrame_ = &frame;
  207. viewCamera_ = 0;
  208. }
  209. }
  210. }
  211. void Drawable::ClearLights()
  212. {
  213. basePassFlags_ = 0;
  214. firstLight_ = 0;
  215. lights_.Clear();
  216. vertexLights_.Clear();
  217. }
  218. void Drawable::AddLight(Light* light)
  219. {
  220. if (lights_.Empty())
  221. firstLight_ = light;
  222. lights_.Push(light);
  223. }
  224. void Drawable::AddVertexLight(Light* light)
  225. {
  226. vertexLights_.Push(light);
  227. }
  228. void Drawable::LimitLights()
  229. {
  230. // Maximum lights value 0 means unlimited
  231. if (!maxLights_ || lights_.Size() <= maxLights_)
  232. return;
  233. // If more lights than allowed, move to vertex lights and cut the list
  234. const BoundingBox& box = GetWorldBoundingBox();
  235. for (unsigned i = 0; i < lights_.Size(); ++i)
  236. lights_[i]->SetIntensitySortValue(box);
  237. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  238. vertexLights_.Insert(vertexLights_.End(), lights_.Begin() + maxLights_, lights_.End());
  239. lights_.Resize(maxLights_);
  240. }
  241. void Drawable::LimitVertexLights()
  242. {
  243. if (vertexLights_.Size() <= MAX_VERTEX_LIGHTS)
  244. return;
  245. const BoundingBox& box = GetWorldBoundingBox();
  246. for (unsigned i = vertexLights_.Size() - 1; i < vertexLights_.Size(); --i)
  247. vertexLights_[i]->SetIntensitySortValue(box);
  248. Sort(vertexLights_.Begin(), vertexLights_.End(), CompareDrawables);
  249. vertexLights_.Resize(MAX_VERTEX_LIGHTS);
  250. }
  251. Zone* Drawable::GetZone() const
  252. {
  253. return zone_;
  254. }
  255. Zone* Drawable::GetLastZone() const
  256. {
  257. return lastZone_;
  258. }
  259. void Drawable::OnNodeSet(Node* node)
  260. {
  261. if (node)
  262. {
  263. AddToOctree();
  264. node->AddListener(this);
  265. }
  266. else
  267. RemoveFromOctree();
  268. }
  269. void Drawable::OnMarkedDirty(Node* node)
  270. {
  271. if (node == node_)
  272. {
  273. worldBoundingBoxDirty_ = true;
  274. zone_.Reset();
  275. if (octant_ && !reinsertionQueued_)
  276. octant_->GetRoot()->QueueReinsertion(this);
  277. }
  278. }
  279. void Drawable::AddToOctree()
  280. {
  281. Scene* scene = GetScene();
  282. if (scene)
  283. {
  284. Octree* octree = scene->GetComponent<Octree>();
  285. if (octree)
  286. {
  287. const BoundingBox& box = GetWorldBoundingBox();
  288. octree->InsertDrawable(this, box.Center(), box.Size());
  289. }
  290. }
  291. }
  292. void Drawable::RemoveFromOctree()
  293. {
  294. if (octant_)
  295. {
  296. Octree* octree = octant_->GetRoot();
  297. octant_->RemoveDrawable(this);
  298. }
  299. }