Drawable.cpp 11 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 "Camera.h"
  24. #include "Context.h"
  25. #include "DebugRenderer.h"
  26. #include "Log.h"
  27. #include "Material.h"
  28. #include "Octree.h"
  29. #include "Renderer.h"
  30. #include "Scene.h"
  31. #include "Sort.h"
  32. #include "Zone.h"
  33. #include "DebugNew.h"
  34. namespace Urho3D
  35. {
  36. const char* GEOMETRY_CATEGORY = "Geometry";
  37. SourceBatch::SourceBatch() :
  38. distance_(0.0f),
  39. geometry_(0),
  40. worldTransform_(&Matrix3x4::IDENTITY),
  41. numWorldTransforms_(1),
  42. geometryType_(GEOM_STATIC),
  43. overrideView_(false)
  44. {
  45. }
  46. SourceBatch::~SourceBatch()
  47. {
  48. }
  49. Drawable::Drawable(Context* context, unsigned char drawableFlags) :
  50. Component(context),
  51. drawableFlags_(drawableFlags),
  52. worldBoundingBoxDirty_(true),
  53. castShadows_(false),
  54. occluder_(false),
  55. occludee_(true),
  56. updateQueued_(false),
  57. viewMask_(DEFAULT_VIEWMASK),
  58. lightMask_(DEFAULT_LIGHTMASK),
  59. shadowMask_(DEFAULT_SHADOWMASK),
  60. zoneMask_(DEFAULT_ZONEMASK),
  61. viewFrameNumber_(0),
  62. distance_(0.0f),
  63. lodDistance_(0.0f),
  64. drawDistance_(0.0f),
  65. shadowDistance_(0.0f),
  66. sortValue_(0.0f),
  67. minZ_(0.0f),
  68. maxZ_(0.0f),
  69. lodBias_(1.0f),
  70. basePassFlags_(0),
  71. maxLights_(0),
  72. octant_(0),
  73. firstLight_(0),
  74. zone_(0),
  75. zoneDirty_(false)
  76. {
  77. }
  78. Drawable::~Drawable()
  79. {
  80. RemoveFromOctree();
  81. }
  82. void Drawable::RegisterObject(Context* context)
  83. {
  84. ATTRIBUTE("Max Lights", int, maxLights_, 0, AM_DEFAULT);
  85. ATTRIBUTE("View Mask", int, viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  86. ATTRIBUTE("Light Mask", int, lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  87. ATTRIBUTE("Shadow Mask", int, shadowMask_, DEFAULT_SHADOWMASK, AM_DEFAULT);
  88. ACCESSOR_ATTRIBUTE("Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_ZONEMASK, AM_DEFAULT);
  89. }
  90. void Drawable::OnSetEnabled()
  91. {
  92. bool enabled = IsEnabledEffective();
  93. if (enabled && !octant_)
  94. AddToOctree();
  95. else if (!enabled && octant_)
  96. RemoveFromOctree();
  97. }
  98. void Drawable::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  99. {
  100. float distance = query.ray_.HitDistance(GetWorldBoundingBox());
  101. if (distance < query.maxDistance_)
  102. {
  103. RayQueryResult result;
  104. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  105. result.normal_ = -query.ray_.direction_;
  106. result.distance_ = distance;
  107. result.drawable_ = this;
  108. result.node_ = GetNode();
  109. result.subObject_ = M_MAX_UNSIGNED;
  110. results.Push(result);
  111. }
  112. }
  113. void Drawable::Update(const FrameInfo& frame)
  114. {
  115. }
  116. void Drawable::UpdateBatches(const FrameInfo& frame)
  117. {
  118. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  119. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  120. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  121. for (unsigned i = 0; i < batches_.Size(); ++i)
  122. {
  123. batches_[i].distance_ = distance_;
  124. batches_[i].worldTransform_ = &worldTransform;
  125. }
  126. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  127. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  128. if (newLodDistance != lodDistance_)
  129. lodDistance_ = newLodDistance;
  130. }
  131. void Drawable::UpdateGeometry(const FrameInfo& frame)
  132. {
  133. }
  134. Geometry* Drawable::GetLodGeometry(unsigned batchIndex, unsigned level)
  135. {
  136. // By default return the visible batch geometry
  137. if (batchIndex < batches_.Size())
  138. return batches_[batchIndex].geometry_;
  139. else
  140. return 0;
  141. }
  142. bool Drawable::DrawOcclusion(OcclusionBuffer* buffer)
  143. {
  144. return true;
  145. }
  146. void Drawable::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  147. {
  148. if (debug && IsEnabledEffective())
  149. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  150. }
  151. void Drawable::SetDrawDistance(float distance)
  152. {
  153. drawDistance_ = distance;
  154. MarkNetworkUpdate();
  155. }
  156. void Drawable::SetShadowDistance(float distance)
  157. {
  158. shadowDistance_ = distance;
  159. MarkNetworkUpdate();
  160. }
  161. void Drawable::SetLodBias(float bias)
  162. {
  163. lodBias_ = Max(bias, M_EPSILON);
  164. MarkNetworkUpdate();
  165. }
  166. void Drawable::SetViewMask(unsigned mask)
  167. {
  168. viewMask_ = mask;
  169. MarkNetworkUpdate();
  170. }
  171. void Drawable::SetLightMask(unsigned mask)
  172. {
  173. lightMask_ = mask;
  174. MarkNetworkUpdate();
  175. }
  176. void Drawable::SetShadowMask(unsigned mask)
  177. {
  178. shadowMask_ = mask;
  179. MarkNetworkUpdate();
  180. }
  181. void Drawable::SetZoneMask(unsigned mask)
  182. {
  183. zoneMask_ = mask;
  184. // Mark dirty to reset cached zone
  185. OnMarkedDirty(node_);
  186. MarkNetworkUpdate();
  187. }
  188. void Drawable::SetMaxLights(unsigned num)
  189. {
  190. maxLights_ = num;
  191. MarkNetworkUpdate();
  192. }
  193. void Drawable::SetCastShadows(bool enable)
  194. {
  195. castShadows_ = enable;
  196. MarkNetworkUpdate();
  197. }
  198. void Drawable::SetOccluder(bool enable)
  199. {
  200. occluder_ = enable;
  201. MarkNetworkUpdate();
  202. }
  203. void Drawable::SetOccludee(bool enable)
  204. {
  205. if (enable != occludee_)
  206. {
  207. occludee_ = enable;
  208. // Reinsert to octree to make sure octant occlusion does not erroneously hide this drawable
  209. if (octant_ && !updateQueued_)
  210. octant_->GetRoot()->QueueUpdate(this);
  211. MarkNetworkUpdate();
  212. }
  213. }
  214. void Drawable::MarkForUpdate()
  215. {
  216. if (!updateQueued_ && octant_)
  217. octant_->GetRoot()->QueueUpdate(this);
  218. }
  219. const BoundingBox& Drawable::GetWorldBoundingBox()
  220. {
  221. if (worldBoundingBoxDirty_)
  222. {
  223. OnWorldBoundingBoxUpdate();
  224. worldBoundingBoxDirty_ = false;
  225. }
  226. return worldBoundingBox_;
  227. }
  228. bool Drawable::IsInView() const
  229. {
  230. // Note: in headless mode there is no renderer subsystem and no view frustum tests are performed, so return
  231. // always false in that case
  232. Renderer* renderer = GetSubsystem<Renderer>();
  233. return renderer && viewFrameNumber_ == renderer->GetFrameInfo().frameNumber_ && !viewCameras_.Empty();
  234. }
  235. bool Drawable::IsInView(Camera* camera) const
  236. {
  237. Renderer* renderer = GetSubsystem<Renderer>();
  238. return renderer && viewFrameNumber_ == renderer->GetFrameInfo().frameNumber_ && (!camera || viewCameras_.Contains(camera));
  239. }
  240. bool Drawable::IsInView(const FrameInfo& frame, bool anyCamera) const
  241. {
  242. return viewFrameNumber_ == frame.frameNumber_ && (anyCamera || viewCameras_.Contains(frame.camera_));
  243. }
  244. void Drawable::SetZone(Zone* zone, bool temporary)
  245. {
  246. zone_ = zone;
  247. // If the zone assignment was temporary (inconclusive) set the dirty flag so that it will be re-evaluated on the next frame
  248. zoneDirty_ = temporary;
  249. }
  250. void Drawable::SetSortValue(float value)
  251. {
  252. sortValue_ = value;
  253. }
  254. void Drawable::SetMinMaxZ(float minZ, float maxZ)
  255. {
  256. minZ_ = minZ;
  257. maxZ_ = maxZ;
  258. }
  259. void Drawable::MarkInView(const FrameInfo& frame)
  260. {
  261. if (frame.frameNumber_ != viewFrameNumber_)
  262. {
  263. viewFrameNumber_ = frame.frameNumber_;
  264. viewCameras_.Clear();
  265. }
  266. viewCameras_.Insert(frame.camera_);
  267. }
  268. void Drawable::MarkInView(unsigned frameNumber, Camera* camera)
  269. {
  270. if (frameNumber != viewFrameNumber_)
  271. {
  272. viewFrameNumber_ = frameNumber;
  273. viewCameras_.Clear();
  274. }
  275. if (camera)
  276. viewCameras_.Insert(camera);
  277. }
  278. void Drawable::LimitLights()
  279. {
  280. // Maximum lights value 0 means unlimited
  281. if (!maxLights_ || lights_.Size() <= maxLights_)
  282. return;
  283. // If more lights than allowed, move to vertex lights and cut the list
  284. const BoundingBox& box = GetWorldBoundingBox();
  285. for (unsigned i = 0; i < lights_.Size(); ++i)
  286. lights_[i]->SetIntensitySortValue(box);
  287. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  288. vertexLights_.Insert(vertexLights_.End(), lights_.Begin() + maxLights_, lights_.End());
  289. lights_.Resize(maxLights_);
  290. }
  291. void Drawable::LimitVertexLights()
  292. {
  293. if (vertexLights_.Size() <= MAX_VERTEX_LIGHTS)
  294. return;
  295. const BoundingBox& box = GetWorldBoundingBox();
  296. for (unsigned i = vertexLights_.Size() - 1; i < vertexLights_.Size(); --i)
  297. vertexLights_[i]->SetIntensitySortValue(box);
  298. Sort(vertexLights_.Begin(), vertexLights_.End(), CompareDrawables);
  299. vertexLights_.Resize(MAX_VERTEX_LIGHTS);
  300. }
  301. void Drawable::OnNodeSet(Node* node)
  302. {
  303. if (node)
  304. {
  305. AddToOctree();
  306. node->AddListener(this);
  307. }
  308. else
  309. RemoveFromOctree();
  310. }
  311. void Drawable::OnMarkedDirty(Node* node)
  312. {
  313. worldBoundingBoxDirty_ = true;
  314. if (!updateQueued_ && octant_)
  315. octant_->GetRoot()->QueueUpdate(this);
  316. // Mark zone assignment dirty when transform changes
  317. if (node == node_)
  318. zoneDirty_ = true;
  319. }
  320. void Drawable::AddToOctree()
  321. {
  322. // Do not add to octree when disabled
  323. if (!IsEnabledEffective())
  324. return;
  325. Scene* scene = GetScene();
  326. if (scene)
  327. {
  328. Octree* octree = scene->GetComponent<Octree>();
  329. if (octree)
  330. octree->InsertDrawable(this);
  331. else
  332. LOGERROR("No Octree component in scene, drawable will not render");
  333. }
  334. else
  335. {
  336. // We have a mechanism for adding detached nodes to an octree manually, so do not log this error
  337. //LOGERROR("Node is detached from scene, drawable will not render");
  338. }
  339. }
  340. void Drawable::RemoveFromOctree()
  341. {
  342. if (octant_)
  343. {
  344. Octree* octree = octant_->GetRoot();
  345. if (updateQueued_)
  346. octree->CancelUpdate(this);
  347. // Perform subclass specific deinitialization if necessary
  348. OnRemoveFromOctree();
  349. octant_->RemoveDrawable(this);
  350. }
  351. }
  352. }