// 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 "CBufferRenderNode.h" #include "IVideoDriver.h" #include "ISceneManager.h" #include "IMeshCache.h" #include "IAnimatedMesh.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), ReadOnlyMaterials(false) { #ifdef _DEBUG setDebugName("CMeshSceneNode"); #endif setMesh(mesh); } //! destructor CMeshSceneNode::~CMeshSceneNode() { setUsedBufferRenderNodes(0); if (Shadow) Shadow->drop(); if (Mesh) Mesh->drop(); } //! frame void CMeshSceneNode::OnRegisterSceneNode() { if (IsVisible && Mesh) { Box = Mesh->getBoundingBox(); // in case mesh was modified, as clipping happens when registering nodes for rendering // 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. // Also some buffers might register into their own render node video::IVideoDriver* driver = SceneManager->getVideoDriver(); int transparentCount = 0; int solidCount = 0; if ( !(DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) ) { // count transparent and solid materials in this scene node const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size(); const bool parentRenders = NodeRegistration == ENR_DEFAULT || numMaterials < 2; for (u32 i=0; igetMeshBuffer(i)->getMaterial() : Materials[i]; if ( driver->needsTransparentRenderPass(material) ) { BufferRenderNodes[i]->prepareRendering(ESNRP_TRANSPARENT, parentRenders); if ( parentRenders ) { ++transparentCount; } } else { BufferRenderNodes[i]->prepareRendering(ESNRP_SOLID, parentRenders); if ( parentRenders ) { ++solidCount; } } } } // register according to material types counted if (solidCount) SceneManager->registerNodeForRendering(this, ESNRP_SOLID); if (transparentCount) SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT); if (Shadow) // update (not render) shadow node after lights have been set up SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX); if (DebugDataVisible) // debug data has it's own render-stage between solid and transparence SceneManager->registerNodeForRendering(this, ESNRP_SHADOW); ISceneNode::OnRegisterSceneNode(); } } //! renders the node. void CMeshSceneNode::render() { if (!Mesh ) return; const E_SCENE_NODE_RENDER_PASS renderPass = SceneManager->getSceneNodeRenderPass(); if ( renderPass == ESNRP_SKY_BOX ) { if (Shadow ) Shadow->updateShadowVolumes(); } else if ( renderPass == ESNRP_SHADOW ) { // for debug purposes only if ( DebugDataVisible ) { video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); // render with half transparency if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) { for (u32 g=0; ggetMeshBufferCount(); ++g) { irr::video::SMaterial mat = Materials[g]; mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; driver->setMaterial(mat); driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); } } 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; ggetMeshBufferCount(); ++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; ggetMeshBufferCount(); ++g) { driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); } } } } else // solid, transparent or unknown (none when render is called without SceneManager) render stages { video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); // render buffers, or at least those which don't render in their own node for (u32 i=0; igetDoesParentRender()) { E_SCENE_NODE_RENDER_PASS bufferRenderPass = bufRenderNode->getRenderPass(); // render() called without OnRegisterSceneNode, but still wants to render in a specific render stage // Note: Not checking transparency every time, as check got slightly expensive (I think it's prone to cache-misses) if ( bufferRenderPass == ESNRP_NONE && renderPass > ESNRP_NONE ) { if ( driver->needsTransparentRenderPass(getMaterial(i)) ) { bufferRenderPass = ESNRP_TRANSPARENT; } else { bufferRenderPass = ESNRP_SOLID; } } if ( bufRenderNode->getRenderPass() == renderPass || renderPass == ESNRP_NONE) bufRenderNode->renderBuffer(driver); } } } } //! 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 children. 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& 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 && igetMeshBufferCount()) { 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(); } void CMeshSceneNode::setUsedBufferRenderNodes(irr::u32 num) { if ( BufferRenderNodes.size() > num ) { for ( irr::u32 i=num; idrop(); BufferRenderNodes.erase(num, BufferRenderNodes.size()-num); } else if ( BufferRenderNodes.size() < num ) { for ( irr::u32 i=BufferRenderNodes.size(); i < num; ++i ) { BufferRenderNodes.push_back( new CBufferRenderNode(*this, SceneManager, i) ); } } } //! Sets a new mesh void CMeshSceneNode::setMesh(IMesh* mesh) { if (mesh) { mesh->grab(); if (Mesh) { Mesh->drop(); } Mesh = mesh; // Note: Mesh can change amount of meshbuffers later and we don't handle that so far so that would cause trouble // For now assuming users call setMesh again in that case copyMaterials(); setUsedBufferRenderNodes(Mesh ? Mesh->getMeshBufferCount() : 0); } } //! 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; igetMeshBufferCount(); ++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