mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-01 15:50:27 +02:00
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
429
source/Irrlicht/CMeshSceneNode.cpp
Normal file
429
source/Irrlicht/CMeshSceneNode.cpp
Normal file
@ -0,0 +1,429 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#include "CMeshSceneNode.h"
|
||||
#include "IVideoDriver.h"
|
||||
#include "ISceneManager.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "ICameraSceneNode.h"
|
||||
#include "IMeshCache.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "IMaterialRenderer.h"
|
||||
#include "IFileSystem.h"
|
||||
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
|
||||
#include "CShadowVolumeSceneNode.h"
|
||||
#else
|
||||
#include "IShadowVolumeSceneNode.h"
|
||||
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
|
||||
|
||||
//! constructor
|
||||
CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position, const core::vector3df& rotation,
|
||||
const core::vector3df& scale)
|
||||
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
|
||||
PassCount(0), ReadOnlyMaterials(false)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("CMeshSceneNode");
|
||||
#endif
|
||||
|
||||
setMesh(mesh);
|
||||
}
|
||||
|
||||
|
||||
//! destructor
|
||||
CMeshSceneNode::~CMeshSceneNode()
|
||||
{
|
||||
if (Shadow)
|
||||
Shadow->drop();
|
||||
if (Mesh)
|
||||
Mesh->drop();
|
||||
}
|
||||
|
||||
|
||||
//! frame
|
||||
void CMeshSceneNode::OnRegisterSceneNode()
|
||||
{
|
||||
if (IsVisible && Mesh)
|
||||
{
|
||||
// because this node supports rendering of mixed mode meshes consisting of
|
||||
// transparent and solid material at the same time, we need to go through all
|
||||
// materials, check of what type they are and register this node for the right
|
||||
// render pass according to that.
|
||||
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
PassCount = 0;
|
||||
int transparentCount = 0;
|
||||
int solidCount = 0;
|
||||
|
||||
// count transparent and solid materials in this scene node
|
||||
const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
|
||||
for (u32 i=0; i<numMaterials; ++i)
|
||||
{
|
||||
const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
|
||||
|
||||
if ( driver->needsTransparentRenderPass(material) )
|
||||
++transparentCount;
|
||||
else
|
||||
++solidCount;
|
||||
|
||||
if (solidCount && transparentCount)
|
||||
break;
|
||||
}
|
||||
|
||||
// register according to material types counted
|
||||
|
||||
if (solidCount)
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
|
||||
|
||||
if (transparentCount)
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
||||
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! renders the node.
|
||||
void CMeshSceneNode::render()
|
||||
{
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
if (!Mesh || !driver)
|
||||
return;
|
||||
|
||||
const bool isTransparentPass =
|
||||
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
++PassCount;
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
Box = Mesh->getBoundingBox();
|
||||
|
||||
if (Shadow && PassCount==1)
|
||||
Shadow->updateShadowVolumes();
|
||||
|
||||
// for debug purposes only:
|
||||
|
||||
bool renderMeshes = true;
|
||||
video::SMaterial mat;
|
||||
if (DebugDataVisible && PassCount==1)
|
||||
{
|
||||
// overwrite half transparency
|
||||
if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
|
||||
{
|
||||
for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
|
||||
{
|
||||
mat = Materials[g];
|
||||
mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
|
||||
driver->setMaterial(mat);
|
||||
driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
|
||||
}
|
||||
renderMeshes = false;
|
||||
}
|
||||
}
|
||||
|
||||
// render original meshes
|
||||
if (renderMeshes)
|
||||
{
|
||||
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (mb)
|
||||
{
|
||||
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
||||
|
||||
const bool transparent = driver->needsTransparentRenderPass(material);
|
||||
|
||||
// only render transparent buffer if this is the transparent render pass
|
||||
// and solid only in solid pass
|
||||
if (transparent == isTransparentPass)
|
||||
{
|
||||
driver->setMaterial(material);
|
||||
driver->drawMeshBuffer(mb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// for debug purposes only:
|
||||
if (DebugDataVisible && PassCount==1)
|
||||
{
|
||||
video::SMaterial m;
|
||||
m.Lighting = false;
|
||||
m.AntiAliasing=0;
|
||||
driver->setMaterial(m);
|
||||
|
||||
if (DebugDataVisible & scene::EDS_BBOX)
|
||||
{
|
||||
driver->draw3DBox(Box, video::SColor(255,255,255,255));
|
||||
}
|
||||
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
|
||||
{
|
||||
for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
|
||||
{
|
||||
driver->draw3DBox(
|
||||
Mesh->getMeshBuffer(g)->getBoundingBox(),
|
||||
video::SColor(255,190,128,128));
|
||||
}
|
||||
}
|
||||
|
||||
if (DebugDataVisible & scene::EDS_NORMALS)
|
||||
{
|
||||
// draw normals
|
||||
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
|
||||
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
|
||||
const u32 count = Mesh->getMeshBufferCount();
|
||||
|
||||
for (u32 i=0; i != count; ++i)
|
||||
{
|
||||
driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
|
||||
}
|
||||
}
|
||||
|
||||
// show mesh
|
||||
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
|
||||
{
|
||||
m.Wireframe = true;
|
||||
driver->setMaterial(m);
|
||||
|
||||
for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
|
||||
{
|
||||
driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Removes a child from this scene node.
|
||||
//! Implemented here, to be able to remove the shadow properly, if there is one,
|
||||
//! or to remove attached childs.
|
||||
bool CMeshSceneNode::removeChild(ISceneNode* child)
|
||||
{
|
||||
if (child && Shadow == child)
|
||||
{
|
||||
Shadow->drop();
|
||||
Shadow = 0;
|
||||
}
|
||||
|
||||
return ISceneNode::removeChild(child);
|
||||
}
|
||||
|
||||
|
||||
//! returns the axis aligned bounding box of this node
|
||||
const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
|
||||
{
|
||||
return Mesh ? Mesh->getBoundingBox() : Box;
|
||||
}
|
||||
|
||||
|
||||
//! returns the material based on the zero based index i. To get the amount
|
||||
//! of materials used by this scene node, use getMaterialCount().
|
||||
//! This function is needed for inserting the node into the scene hierarchy on a
|
||||
//! optimal position for minimizing renderstate changes, but can also be used
|
||||
//! to directly modify the material of a scene node.
|
||||
video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
|
||||
{
|
||||
if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
|
||||
{
|
||||
ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
|
||||
return ReadOnlyMaterial;
|
||||
}
|
||||
|
||||
if (i >= Materials.size())
|
||||
return ISceneNode::getMaterial(i);
|
||||
|
||||
return Materials[i];
|
||||
}
|
||||
|
||||
|
||||
//! returns amount of materials used by this scene node.
|
||||
u32 CMeshSceneNode::getMaterialCount() const
|
||||
{
|
||||
if (Mesh && ReadOnlyMaterials)
|
||||
return Mesh->getMeshBufferCount();
|
||||
|
||||
return Materials.size();
|
||||
}
|
||||
|
||||
|
||||
//! Sets a new mesh
|
||||
void CMeshSceneNode::setMesh(IMesh* mesh)
|
||||
{
|
||||
if (mesh)
|
||||
{
|
||||
mesh->grab();
|
||||
if (Mesh)
|
||||
Mesh->drop();
|
||||
|
||||
Mesh = mesh;
|
||||
copyMaterials();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Creates shadow volume scene node as child of this node
|
||||
//! and returns a pointer to it.
|
||||
IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode(
|
||||
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
|
||||
{
|
||||
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
|
||||
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
|
||||
return 0;
|
||||
|
||||
if (!shadowMesh)
|
||||
shadowMesh = Mesh; // if null is given, use the mesh of node
|
||||
|
||||
if (Shadow)
|
||||
Shadow->drop();
|
||||
|
||||
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
|
||||
return Shadow;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void CMeshSceneNode::copyMaterials()
|
||||
{
|
||||
Materials.clear();
|
||||
|
||||
if (Mesh)
|
||||
{
|
||||
video::SMaterial mat;
|
||||
|
||||
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (mb)
|
||||
mat = mb->getMaterial();
|
||||
|
||||
Materials.push_back(mat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Writes attributes of the scene node.
|
||||
void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
||||
{
|
||||
IMeshSceneNode::serializeAttributes(out, options);
|
||||
|
||||
if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
|
||||
{
|
||||
const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
|
||||
SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
|
||||
options->Filename);
|
||||
out->addString("Mesh", path.c_str());
|
||||
}
|
||||
else
|
||||
out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
|
||||
out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
|
||||
}
|
||||
|
||||
|
||||
//! Reads attributes of the scene node.
|
||||
void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
||||
{
|
||||
io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
|
||||
io::path newMeshStr = in->getAttributeAsString("Mesh");
|
||||
ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
|
||||
|
||||
if (newMeshStr != "" && oldMeshStr != newMeshStr)
|
||||
{
|
||||
IMesh* newMesh = 0;
|
||||
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
|
||||
|
||||
if (newAnimatedMesh)
|
||||
newMesh = newAnimatedMesh->getMesh(0);
|
||||
|
||||
if (newMesh)
|
||||
setMesh(newMesh);
|
||||
}
|
||||
|
||||
// optional attribute to assign the hint to the whole mesh
|
||||
if (in->existsAttribute("HardwareMappingHint") &&
|
||||
in->existsAttribute("HardwareMappingBufferType"))
|
||||
{
|
||||
scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER;
|
||||
scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE;
|
||||
|
||||
core::stringc smapping = in->getAttributeAsString("HardwareMappingHint");
|
||||
if (smapping.equals_ignore_case("static"))
|
||||
mapping = scene::EHM_STATIC;
|
||||
else if (smapping.equals_ignore_case("dynamic"))
|
||||
mapping = scene::EHM_DYNAMIC;
|
||||
else if (smapping.equals_ignore_case("stream"))
|
||||
mapping = scene::EHM_STREAM;
|
||||
|
||||
core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType");
|
||||
if (sbufferType.equals_ignore_case("vertex"))
|
||||
bufferType = scene::EBT_VERTEX;
|
||||
else if (sbufferType.equals_ignore_case("index"))
|
||||
bufferType = scene::EBT_INDEX;
|
||||
else if (sbufferType.equals_ignore_case("vertexindex"))
|
||||
bufferType = scene::EBT_VERTEX_AND_INDEX;
|
||||
|
||||
IMesh* mesh = getMesh();
|
||||
if (mesh)
|
||||
mesh->setHardwareMappingHint(mapping, bufferType);
|
||||
}
|
||||
|
||||
IMeshSceneNode::deserializeAttributes(in, options);
|
||||
}
|
||||
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
|
||||
referencing this mesh to change too. */
|
||||
void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
|
||||
{
|
||||
ReadOnlyMaterials = readonly;
|
||||
}
|
||||
|
||||
|
||||
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
bool CMeshSceneNode::isReadOnlyMaterials() const
|
||||
{
|
||||
return ReadOnlyMaterials;
|
||||
}
|
||||
|
||||
|
||||
//! Creates a clone of this scene node and its children.
|
||||
ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
||||
{
|
||||
if (!newParent)
|
||||
newParent = Parent;
|
||||
if (!newManager)
|
||||
newManager = SceneManager;
|
||||
|
||||
CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
|
||||
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
|
||||
|
||||
nb->cloneMembers(this, newManager);
|
||||
nb->ReadOnlyMaterials = ReadOnlyMaterials;
|
||||
nb->Materials = Materials;
|
||||
nb->Shadow = Shadow;
|
||||
if ( nb->Shadow )
|
||||
nb->Shadow->grab();
|
||||
|
||||
if (newParent)
|
||||
nb->drop();
|
||||
return nb;
|
||||
}
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
Reference in New Issue
Block a user