mirror of
https://github.com/minetest/irrlicht.git
synced 2024-09-07 05:10:19 +02:00
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6035 dfc29bdd-3216-0410-991c-e03cc46cb475
430 lines
11 KiB
C++
430 lines
11 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 "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
|
|
|