Drawable.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437
  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. bool hasShaderParameters = HasShaderParameters();
  121. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  122. for (unsigned i = 0; i < batches_.Size(); ++i)
  123. {
  124. batches_[i].distance_ = distance_;
  125. batches_[i].worldTransform_ = &worldTransform;
  126. batches_[i].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  127. }
  128. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  129. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  130. if (newLodDistance != lodDistance_)
  131. lodDistance_ = newLodDistance;
  132. }
  133. void Drawable::UpdateGeometry(const FrameInfo& frame)
  134. {
  135. }
  136. Geometry* Drawable::GetLodGeometry(unsigned batchIndex, unsigned level)
  137. {
  138. // By default return the visible batch geometry
  139. if (batchIndex < batches_.Size())
  140. return batches_[batchIndex].geometry_;
  141. else
  142. return 0;
  143. }
  144. bool Drawable::DrawOcclusion(OcclusionBuffer* buffer)
  145. {
  146. return true;
  147. }
  148. void Drawable::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  149. {
  150. if (debug && IsEnabledEffective())
  151. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  152. }
  153. void Drawable::SetDrawDistance(float distance)
  154. {
  155. drawDistance_ = distance;
  156. MarkNetworkUpdate();
  157. }
  158. void Drawable::SetShadowDistance(float distance)
  159. {
  160. shadowDistance_ = distance;
  161. MarkNetworkUpdate();
  162. }
  163. void Drawable::SetLodBias(float bias)
  164. {
  165. lodBias_ = Max(bias, M_EPSILON);
  166. MarkNetworkUpdate();
  167. }
  168. void Drawable::SetViewMask(unsigned mask)
  169. {
  170. viewMask_ = mask;
  171. MarkNetworkUpdate();
  172. }
  173. void Drawable::SetLightMask(unsigned mask)
  174. {
  175. lightMask_ = mask;
  176. MarkNetworkUpdate();
  177. }
  178. void Drawable::SetShadowMask(unsigned mask)
  179. {
  180. shadowMask_ = mask;
  181. MarkNetworkUpdate();
  182. }
  183. void Drawable::SetZoneMask(unsigned mask)
  184. {
  185. zoneMask_ = mask;
  186. // Mark dirty to reset cached zone
  187. OnMarkedDirty(node_);
  188. MarkNetworkUpdate();
  189. }
  190. void Drawable::SetMaxLights(unsigned num)
  191. {
  192. maxLights_ = num;
  193. MarkNetworkUpdate();
  194. }
  195. void Drawable::SetCastShadows(bool enable)
  196. {
  197. castShadows_ = enable;
  198. MarkNetworkUpdate();
  199. }
  200. void Drawable::SetOccluder(bool enable)
  201. {
  202. occluder_ = enable;
  203. MarkNetworkUpdate();
  204. }
  205. void Drawable::SetOccludee(bool enable)
  206. {
  207. if (enable != occludee_)
  208. {
  209. occludee_ = enable;
  210. // Reinsert to octree to make sure octant occlusion does not erroneously hide this drawable
  211. if (octant_ && !updateQueued_)
  212. octant_->GetRoot()->QueueUpdate(this);
  213. MarkNetworkUpdate();
  214. }
  215. }
  216. void Drawable::SetShaderParameter(const String& name, const Variant& value)
  217. {
  218. MaterialShaderParameter newParam;
  219. newParam.name_ = name;
  220. newParam.value_ = value;
  221. StringHash nameHash(name);
  222. shaderParameters_[nameHash] = newParam;
  223. }
  224. const Variant& Drawable::GetShaderParameter(const String& name) const
  225. {
  226. HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = shaderParameters_.Find(name);
  227. return i != shaderParameters_.End() ? i->second_.value_ : Variant::EMPTY;
  228. }
  229. void Drawable::RemoveShaderParameter(const String& name)
  230. {
  231. StringHash nameHash(name);
  232. shaderParameters_.Erase(nameHash);
  233. }
  234. void Drawable::MarkForUpdate()
  235. {
  236. if (!updateQueued_ && octant_)
  237. octant_->GetRoot()->QueueUpdate(this);
  238. }
  239. const BoundingBox& Drawable::GetWorldBoundingBox()
  240. {
  241. if (worldBoundingBoxDirty_)
  242. {
  243. OnWorldBoundingBoxUpdate();
  244. worldBoundingBoxDirty_ = false;
  245. }
  246. return worldBoundingBox_;
  247. }
  248. bool Drawable::IsInView() const
  249. {
  250. // Note: in headless mode there is no renderer subsystem and no view frustum tests are performed, so return
  251. // always false in that case
  252. Renderer* renderer = GetSubsystem<Renderer>();
  253. return renderer && viewFrameNumber_ == renderer->GetFrameInfo().frameNumber_ && !viewCameras_.Empty();
  254. }
  255. bool Drawable::IsInView(Camera* camera) const
  256. {
  257. Renderer* renderer = GetSubsystem<Renderer>();
  258. return renderer && viewFrameNumber_ == renderer->GetFrameInfo().frameNumber_ && (!camera || viewCameras_.Contains(camera));
  259. }
  260. bool Drawable::IsInView(const FrameInfo& frame, bool anyCamera) const
  261. {
  262. return viewFrameNumber_ == frame.frameNumber_ && (anyCamera || viewCameras_.Contains(frame.camera_));
  263. }
  264. void Drawable::SetZone(Zone* zone, bool temporary)
  265. {
  266. zone_ = zone;
  267. // If the zone assignment was temporary (inconclusive) set the dirty flag so that it will be re-evaluated on the next frame
  268. zoneDirty_ = temporary;
  269. }
  270. void Drawable::SetSortValue(float value)
  271. {
  272. sortValue_ = value;
  273. }
  274. void Drawable::SetMinMaxZ(float minZ, float maxZ)
  275. {
  276. minZ_ = minZ;
  277. maxZ_ = maxZ;
  278. }
  279. void Drawable::MarkInView(const FrameInfo& frame)
  280. {
  281. if (frame.frameNumber_ != viewFrameNumber_)
  282. {
  283. viewFrameNumber_ = frame.frameNumber_;
  284. viewCameras_.Clear();
  285. }
  286. viewCameras_.Insert(frame.camera_);
  287. }
  288. void Drawable::MarkInView(unsigned frameNumber, Camera* camera)
  289. {
  290. if (frameNumber != viewFrameNumber_)
  291. {
  292. viewFrameNumber_ = frameNumber;
  293. viewCameras_.Clear();
  294. }
  295. if (camera)
  296. viewCameras_.Insert(camera);
  297. }
  298. void Drawable::LimitLights()
  299. {
  300. // Maximum lights value 0 means unlimited
  301. if (!maxLights_ || lights_.Size() <= maxLights_)
  302. return;
  303. // If more lights than allowed, move to vertex lights and cut the list
  304. const BoundingBox& box = GetWorldBoundingBox();
  305. for (unsigned i = 0; i < lights_.Size(); ++i)
  306. lights_[i]->SetIntensitySortValue(box);
  307. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  308. vertexLights_.Insert(vertexLights_.End(), lights_.Begin() + maxLights_, lights_.End());
  309. lights_.Resize(maxLights_);
  310. }
  311. void Drawable::LimitVertexLights()
  312. {
  313. if (vertexLights_.Size() <= MAX_VERTEX_LIGHTS)
  314. return;
  315. const BoundingBox& box = GetWorldBoundingBox();
  316. for (unsigned i = vertexLights_.Size() - 1; i < vertexLights_.Size(); --i)
  317. vertexLights_[i]->SetIntensitySortValue(box);
  318. Sort(vertexLights_.Begin(), vertexLights_.End(), CompareDrawables);
  319. vertexLights_.Resize(MAX_VERTEX_LIGHTS);
  320. }
  321. void Drawable::OnNodeSet(Node* node)
  322. {
  323. if (node)
  324. {
  325. AddToOctree();
  326. node->AddListener(this);
  327. }
  328. else
  329. RemoveFromOctree();
  330. }
  331. void Drawable::OnMarkedDirty(Node* node)
  332. {
  333. worldBoundingBoxDirty_ = true;
  334. if (!updateQueued_ && octant_)
  335. octant_->GetRoot()->QueueUpdate(this);
  336. // Mark zone assignment dirty when transform changes
  337. if (node == node_)
  338. zoneDirty_ = true;
  339. }
  340. void Drawable::AddToOctree()
  341. {
  342. // Do not add to octree when disabled
  343. if (!IsEnabledEffective())
  344. return;
  345. Scene* scene = GetScene();
  346. if (scene)
  347. {
  348. Octree* octree = scene->GetComponent<Octree>();
  349. if (octree)
  350. octree->InsertDrawable(this);
  351. else
  352. LOGERROR("No Octree component in scene, drawable will not render");
  353. }
  354. else
  355. {
  356. // We have a mechanism for adding detached nodes to an octree manually, so do not log this error
  357. //LOGERROR("Node is detached from scene, drawable will not render");
  358. }
  359. }
  360. void Drawable::RemoveFromOctree()
  361. {
  362. if (octant_)
  363. {
  364. Octree* octree = octant_->GetRoot();
  365. if (updateQueued_)
  366. octree->CancelUpdate(this);
  367. // Perform subclass specific deinitialization if necessary
  368. OnRemoveFromOctree();
  369. octant_->RemoveDrawable(this);
  370. }
  371. }
  372. }