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CustomGeometry.cpp 16 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Batch.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "CustomGeometry.h"
  27. #include "Geometry.h"
  28. #include "Log.h"
  29. #include "Material.h"
  30. #include "MemoryBuffer.h"
  31. #include "Node.h"
  32. #include "OcclusionBuffer.h"
  33. #include "OctreeQuery.h"
  34. #include "Profiler.h"
  35. #include "ResourceCache.h"
  36. #include "VectorBuffer.h"
  37. #include "VertexBuffer.h"
  38. #include "DebugNew.h"
  39. namespace Urho3D
  40. {
  41. extern const char* GEOMETRY_CATEGORY;
  42. CustomGeometry::CustomGeometry(Context* context) :
  43. Drawable(context, DRAWABLE_GEOMETRY),
  44. vertexBuffer_(new VertexBuffer(context)),
  45. elementMask_(MASK_POSITION),
  46. geometryIndex_(0),
  47. materialsAttr_(Material::GetTypeStatic()),
  48. dynamic_(false)
  49. {
  50. vertexBuffer_->SetShadowed(true);
  51. SetNumGeometries(1);
  52. }
  53. CustomGeometry::~CustomGeometry()
  54. {
  55. }
  56. void CustomGeometry::RegisterObject(Context* context)
  57. {
  58. context->RegisterFactory<CustomGeometry>(GEOMETRY_CATEGORY);
  59. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  60. ATTRIBUTE(VAR_BOOL, "Dynamic Vertex Buffer", dynamic_, false, AM_DEFAULT);
  61. MIXED_ACCESSOR_ATTRIBUTE("Geometry Data", GetGeometryDataAttr, SetGeometryDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE|AM_NOEDIT);
  62. REF_ACCESSOR_ATTRIBUTE("Materials", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  63. ATTRIBUTE(VAR_BOOL, "Is Occluder", occluder_, false, AM_DEFAULT);
  64. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  65. ATTRIBUTE(VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  66. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  67. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  68. ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  69. COPY_BASE_ATTRIBUTES(Drawable);
  70. }
  71. void CustomGeometry::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  72. {
  73. RayQueryLevel level = query.level_;
  74. switch (level)
  75. {
  76. case RAY_AABB:
  77. Drawable::ProcessRayQuery(query, results);
  78. break;
  79. case RAY_OBB:
  80. case RAY_TRIANGLE:
  81. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  82. Ray localRay = query.ray_.Transformed(inverse);
  83. float distance = localRay.HitDistance(boundingBox_);
  84. Vector3 normal = -query.ray_.direction_;
  85. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  86. {
  87. distance = M_INFINITY;
  88. for (unsigned i = 0; i < batches_.Size(); ++i)
  89. {
  90. Geometry* geometry = batches_[i].geometry_;
  91. if (geometry)
  92. {
  93. Vector3 geometryNormal;
  94. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  95. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  96. {
  97. distance = geometryDistance;
  98. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  99. }
  100. }
  101. }
  102. }
  103. if (distance < query.maxDistance_)
  104. {
  105. RayQueryResult result;
  106. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  107. result.normal_ = normal;
  108. result.distance_ = distance;
  109. result.drawable_ = this;
  110. result.node_ = node_;
  111. result.subObject_ = M_MAX_UNSIGNED;
  112. results.Push(result);
  113. }
  114. break;
  115. }
  116. }
  117. Geometry* CustomGeometry::GetLodGeometry(unsigned batchIndex, unsigned level)
  118. {
  119. return batchIndex < geometries_.Size() ? geometries_[batchIndex] : (Geometry*)0;
  120. }
  121. unsigned CustomGeometry::GetNumOccluderTriangles()
  122. {
  123. unsigned triangles = 0;
  124. for (unsigned i = 0; i < batches_.Size(); ++i)
  125. {
  126. Geometry* geometry = GetLodGeometry(i, 0);
  127. if (!geometry)
  128. continue;
  129. // Check that the material is suitable for occlusion (default material always is)
  130. Material* mat = batches_[i].material_;
  131. if (mat && !mat->GetOcclusion())
  132. continue;
  133. triangles += geometry->GetVertexCount() / 3;
  134. }
  135. return triangles;
  136. }
  137. bool CustomGeometry::DrawOcclusion(OcclusionBuffer* buffer)
  138. {
  139. bool success = true;
  140. for (unsigned i = 0; i < batches_.Size(); ++i)
  141. {
  142. Geometry* geometry = GetLodGeometry(i, 0);
  143. if (!geometry)
  144. continue;
  145. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  146. Material* material = batches_[i].material_;
  147. if (material)
  148. {
  149. if (!material->GetOcclusion())
  150. continue;
  151. buffer->SetCullMode(material->GetCullMode());
  152. }
  153. else
  154. buffer->SetCullMode(CULL_CCW);
  155. const unsigned char* vertexData;
  156. unsigned vertexSize;
  157. const unsigned char* indexData;
  158. unsigned indexSize;
  159. unsigned elementMask;
  160. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  161. // Check for valid geometry data
  162. if (!vertexData)
  163. continue;
  164. // Draw and check for running out of triangles
  165. success = buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, geometry->GetVertexStart(), geometry->GetVertexCount());
  166. if (!success)
  167. break;
  168. }
  169. return success;
  170. }
  171. void CustomGeometry::Clear()
  172. {
  173. elementMask_ = MASK_POSITION;
  174. batches_.Clear();
  175. geometries_.Clear();
  176. primitiveTypes_.Clear();
  177. vertices_.Clear();
  178. }
  179. void CustomGeometry::SetNumGeometries(unsigned num)
  180. {
  181. batches_.Resize(num);
  182. geometries_.Resize(num);
  183. primitiveTypes_.Resize(num);
  184. vertices_.Resize(num);
  185. for (unsigned i = 0; i < geometries_.Size(); ++i)
  186. {
  187. if (!geometries_[i])
  188. geometries_[i] = new Geometry(context_);
  189. batches_[i].geometry_ = geometries_[i];
  190. }
  191. }
  192. void CustomGeometry::SetDynamic(bool enable)
  193. {
  194. dynamic_ = enable;
  195. MarkNetworkUpdate();
  196. }
  197. void CustomGeometry::BeginGeometry(unsigned index, PrimitiveType type)
  198. {
  199. if (index > geometries_.Size())
  200. {
  201. LOGERROR("Geometry index out of bounds");
  202. return;
  203. }
  204. geometryIndex_ = index;
  205. primitiveTypes_[index] = type;
  206. vertices_[index].Clear();
  207. // If beginning the first geometry, reset the element mask
  208. if (!index)
  209. elementMask_ = MASK_POSITION;
  210. }
  211. void CustomGeometry::DefineVertex(const Vector3& position)
  212. {
  213. if (vertices_.Size() < geometryIndex_)
  214. return;
  215. vertices_[geometryIndex_].Resize(vertices_[geometryIndex_].Size() + 1);
  216. vertices_[geometryIndex_].Back().position_ = position;
  217. }
  218. void CustomGeometry::DefineNormal(const Vector3& normal)
  219. {
  220. if (vertices_.Size() < geometryIndex_ || vertices_[geometryIndex_].Empty())
  221. return;
  222. vertices_[geometryIndex_].Back().normal_ = normal;
  223. elementMask_ |= MASK_NORMAL;
  224. }
  225. void CustomGeometry::DefineColor(const Color& color)
  226. {
  227. if (vertices_.Size() < geometryIndex_ || vertices_[geometryIndex_].Empty())
  228. return;
  229. vertices_[geometryIndex_].Back().color_ = color.ToUInt();
  230. elementMask_ |= MASK_COLOR;
  231. }
  232. void CustomGeometry::DefineTexCoord(const Vector2& texCoord)
  233. {
  234. if (vertices_.Size() < geometryIndex_ || vertices_[geometryIndex_].Empty())
  235. return;
  236. vertices_[geometryIndex_].Back().texCoord_ = texCoord;
  237. elementMask_ |= MASK_TEXCOORD1;
  238. }
  239. void CustomGeometry::DefineTangent(const Vector4& tangent)
  240. {
  241. if (vertices_.Size() < geometryIndex_ || vertices_[geometryIndex_].Empty())
  242. return;
  243. vertices_[geometryIndex_].Back().tangent_ = tangent;
  244. elementMask_ |= MASK_TANGENT;
  245. }
  246. void CustomGeometry::DefineGeometry(unsigned index, PrimitiveType type, unsigned numVertices, bool hasNormals, bool hasColors, bool hasTexCoords, bool hasTangents)
  247. {
  248. if (index > geometries_.Size())
  249. {
  250. LOGERROR("Geometry index out of bounds");
  251. return;
  252. }
  253. geometryIndex_ = index;
  254. primitiveTypes_[index] = type;
  255. vertices_[index].Resize(numVertices);
  256. // If defining the first geometry, reset the element mask
  257. if (!index)
  258. elementMask_ = MASK_POSITION;
  259. if (hasNormals)
  260. elementMask_ |= MASK_NORMAL;
  261. if (hasColors)
  262. elementMask_ |= MASK_COLOR;
  263. if (hasTexCoords)
  264. elementMask_ |= MASK_TEXCOORD1;
  265. if (hasTangents)
  266. elementMask_ |= MASK_TANGENT;
  267. }
  268. void CustomGeometry::Commit()
  269. {
  270. PROFILE(CommitCustomGeometry);
  271. unsigned totalVertices = 0;
  272. boundingBox_.Clear();
  273. for (unsigned i = 0; i < vertices_.Size(); ++i)
  274. {
  275. totalVertices += vertices_[i].Size();
  276. for (unsigned j = 0; j < vertices_[i].Size(); ++j)
  277. boundingBox_.Merge(vertices_[i][j].position_);
  278. }
  279. // Resize (recreate) the vertex buffer only if necessary
  280. if (vertexBuffer_->GetVertexCount() != totalVertices || vertexBuffer_->GetElementMask() != elementMask_ ||
  281. vertexBuffer_->IsDynamic() != dynamic_)
  282. vertexBuffer_->SetSize(totalVertices, elementMask_, dynamic_);
  283. if (totalVertices)
  284. {
  285. unsigned char* dest = (unsigned char*)vertexBuffer_->Lock(0, totalVertices, true);
  286. if (dest)
  287. {
  288. unsigned vertexStart = 0;
  289. for (unsigned i = 0; i < vertices_.Size(); ++i)
  290. {
  291. unsigned vertexCount = 0;
  292. for (unsigned j = 0; j < vertices_[i].Size(); ++j)
  293. {
  294. *((Vector3*)dest) = vertices_[i][j].position_;
  295. dest += sizeof(Vector3);
  296. if (elementMask_ & MASK_NORMAL)
  297. {
  298. *((Vector3*)dest) = vertices_[i][j].normal_;
  299. dest += sizeof(Vector3);
  300. }
  301. if (elementMask_ & MASK_COLOR)
  302. {
  303. *((unsigned*)dest) = vertices_[i][j].color_;
  304. dest += sizeof(unsigned);
  305. }
  306. if (elementMask_ & MASK_TEXCOORD1)
  307. {
  308. *((Vector2*)dest) = vertices_[i][j].texCoord_;
  309. dest += sizeof(Vector2);
  310. }
  311. if (elementMask_ & MASK_TANGENT)
  312. {
  313. *((Vector4*)dest) = vertices_[i][j].tangent_;
  314. dest += sizeof(Vector4);
  315. }
  316. ++vertexCount;
  317. }
  318. geometries_[i]->SetVertexBuffer(0, vertexBuffer_, elementMask_);
  319. geometries_[i]->SetDrawRange(primitiveTypes_[i], 0, 0, vertexStart, vertexCount);
  320. vertexStart += vertexCount;
  321. }
  322. vertexBuffer_->Unlock();
  323. }
  324. else
  325. LOGERROR("Failed to lock custom geometry vertex buffer");
  326. }
  327. else
  328. {
  329. for (unsigned i = 0; i < geometries_.Size(); ++i)
  330. {
  331. geometries_[i]->SetVertexBuffer(0, vertexBuffer_, elementMask_);
  332. geometries_[i]->SetDrawRange(primitiveTypes_[i], 0, 0, 0, 0);
  333. }
  334. }
  335. vertexBuffer_->ClearDataLost();
  336. }
  337. void CustomGeometry::SetMaterial(Material* material)
  338. {
  339. for (unsigned i = 0; i < batches_.Size(); ++i)
  340. batches_[i].material_ = material;
  341. MarkNetworkUpdate();
  342. }
  343. bool CustomGeometry::SetMaterial(unsigned index, Material* material)
  344. {
  345. if (index >= batches_.Size())
  346. {
  347. LOGERROR("Material index out of bounds");
  348. return false;
  349. }
  350. batches_[index].material_ = material;
  351. MarkNetworkUpdate();
  352. return true;
  353. }
  354. unsigned CustomGeometry::GetNumVertices(unsigned index) const
  355. {
  356. return index < vertices_.Size() ? vertices_[index].Size() : 0;
  357. }
  358. Material* CustomGeometry::GetMaterial(unsigned index) const
  359. {
  360. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  361. }
  362. CustomGeometryVertex* CustomGeometry::GetVertex(unsigned geometryIndex, unsigned vertexNum)
  363. {
  364. return (geometryIndex < vertices_.Size() && vertexNum < vertices_[geometryIndex].Size()) ?
  365. &vertices_[geometryIndex][vertexNum] : (CustomGeometryVertex*)0;
  366. }
  367. void CustomGeometry::SetGeometryDataAttr(const PODVector<unsigned char>& value)
  368. {
  369. if (value.Empty())
  370. return;
  371. MemoryBuffer buffer(value);
  372. SetNumGeometries(buffer.ReadVLE());
  373. elementMask_ = buffer.ReadUInt();
  374. for (unsigned i = 0; i < geometries_.Size(); ++i)
  375. {
  376. unsigned numVertices = buffer.ReadVLE();
  377. vertices_[i].Resize(numVertices);
  378. primitiveTypes_[i] = (PrimitiveType)buffer.ReadUByte();
  379. for (unsigned j = 0; j < numVertices; ++j)
  380. {
  381. if (elementMask_ & MASK_POSITION)
  382. vertices_[i][j].position_ = buffer.ReadVector3();
  383. if (elementMask_ & MASK_NORMAL)
  384. vertices_[i][j].normal_ = buffer.ReadVector3();
  385. if (elementMask_ & MASK_COLOR)
  386. vertices_[i][j].color_ = buffer.ReadUInt();
  387. if (elementMask_ & MASK_TEXCOORD1)
  388. vertices_[i][j].texCoord_ = buffer.ReadVector2();
  389. if (elementMask_ & MASK_TANGENT)
  390. vertices_[i][j].tangent_ = buffer.ReadVector4();
  391. }
  392. }
  393. Commit();
  394. }
  395. void CustomGeometry::SetMaterialsAttr(const ResourceRefList& value)
  396. {
  397. ResourceCache* cache = GetSubsystem<ResourceCache>();
  398. for (unsigned i = 0; i < value.names_.Size(); ++i)
  399. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  400. }
  401. PODVector<unsigned char> CustomGeometry::GetGeometryDataAttr() const
  402. {
  403. VectorBuffer ret;
  404. ret.WriteVLE(geometries_.Size());
  405. ret.WriteUInt(elementMask_);
  406. for (unsigned i = 0; i < geometries_.Size(); ++i)
  407. {
  408. unsigned numVertices = vertices_[i].Size();
  409. ret.WriteVLE(numVertices);
  410. ret.WriteUByte(primitiveTypes_[i]);
  411. for (unsigned j = 0; j < numVertices; ++j)
  412. {
  413. if (elementMask_ & MASK_POSITION)
  414. ret.WriteVector3(vertices_[i][j].position_);
  415. if (elementMask_ & MASK_NORMAL)
  416. ret.WriteVector3(vertices_[i][j].normal_);
  417. if (elementMask_ & MASK_COLOR)
  418. ret.WriteUInt(vertices_[i][j].color_);
  419. if (elementMask_ & MASK_TEXCOORD1)
  420. ret.WriteVector2(vertices_[i][j].texCoord_);
  421. if (elementMask_ & MASK_TANGENT)
  422. ret.WriteVector4(vertices_[i][j].tangent_);
  423. }
  424. }
  425. return ret.GetBuffer();
  426. }
  427. const ResourceRefList& CustomGeometry::GetMaterialsAttr() const
  428. {
  429. materialsAttr_.names_.Resize(batches_.Size());
  430. for (unsigned i = 0; i < batches_.Size(); ++i)
  431. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  432. return materialsAttr_;
  433. }
  434. void CustomGeometry::OnWorldBoundingBoxUpdate()
  435. {
  436. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  437. }
  438. }