irrlicht/source/Irrlicht/CMeshSceneNode.cpp
cutealien 31931b0455 Fix problems in rendering nodes outside SceneManager caused by new render-per-buffer code
Did no longer render nodes which were rendered in SceneManager + outside SceneManager if they didn't have the per-buffer-rendering enabled.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6491 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-09 10:11:49 +00:00

474 lines
13 KiB
C++

// 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 "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), 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; i<numMaterials; ++i)
{
const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(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; g<Mesh->getMeshBufferCount(); ++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; 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));
}
}
}
}
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; i<BufferRenderNodes.size(); ++i)
{
CBufferRenderNode* bufRenderNode = BufferRenderNodes[i];
if ( bufRenderNode->getDoesParentRender())
{
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<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();
}
void CMeshSceneNode::setUsedBufferRenderNodes(irr::u32 num)
{
if ( BufferRenderNodes.size() > num )
{
for ( irr::u32 i=num; i<BufferRenderNodes.size(); ++i )
BufferRenderNodes[i]->drop();
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; 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