source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneEntity.cpp @ 3120

Revision 3120, 3.4 KB checked in by mattausch, 16 years ago (diff)

worked on filtering now trying to reduce flickering (have to reorder ssao function quite much

RevLine 
[2766]1#include "SceneEntity.h"
2#include "Geometry.h"
3#include "Material.h"
[2769]4#include "RenderState.h"
[2840]5#include "Shape.h"
[2844]6#include "Transform3.h"
7#include "Camera.h"
[3110]8#include "glInterface.h"
[2844]9
[2766]10
[2842]11using namespace std;
12
13
[2776]14namespace CHCDemoEngine
[2766]15{
16
[3109]17int SceneEntity::sCurrentId = 0;
[2865]18bool SceneEntity::sUseLODs = true;
[2842]19
[2865]20
[2844]21SceneEntity::SceneEntity(Transform3 *trafo):
[3109]22mTransform(trafo), mCurrentLODLevel(0), mLODLastUpdated(-1), mId(sCurrentId ++)
[2766]23{
[2844]24        mBox.Initialize();
[2766]25}
26
27
[2792]28SceneEntity::~SceneEntity()
29{
30}
31
32
[2847]33void SceneEntity::UpdateLODs(const Vector3 &viewPoint)
[2766]34{
[2865]35        mCurrentLODLevel = 0;
36
37        if (!sUseLODs) return;
38
[3070]39        const Vector3 pos = GetWorldCenter();
[2853]40        const float dist = SqrDistance(pos, viewPoint);
[2841]41
[2853]42        // note: we assume that lods are ordered from smallest distance to largest
[2847]43        const int l = (int)mLODLevels.size();
[2839]44
[2844]45        for (int i = 0; i < l; ++ i)
[2766]46        {
[3102]47                if (mLODLevels[i].GetSquaredDistance() > dist) break;
[2844]48                mCurrentLODLevel = i;
[2839]49        }
[2848]50}
[2766]51
[2848]52
53int SceneEntity::GetCurrentLODLevel()
54{
55        if (mLODLastUpdated != LODLevel::sFrameId)
[2841]56        {
[2848]57                mLODLastUpdated = LODLevel::sFrameId;
58                UpdateLODs(LODLevel::sViewPoint);
59        }
60
61        return mCurrentLODLevel;
[2839]62}
[2825]63
[2848]64
[2844]65void SceneEntity::GetCurrentLODLevel(ShapeContainer::iterator &start,
66                                                                         ShapeContainer::iterator &end)
67{
[2847]68        if (mLODLastUpdated != LODLevel::sFrameId)
69        {
70                mLODLastUpdated = LODLevel::sFrameId;
71                UpdateLODs(LODLevel::sViewPoint);
72        }
73
[3070]74        start = mLODLevels[mCurrentLODLevel].GetShapes().begin();
75        end   = mLODLevels[mCurrentLODLevel].GetShapes().end();
[2844]76}
[2825]77
[2844]78
[3034]79void SceneEntity::GetLODLevel(int level,
[2844]80                                                          ShapeContainer::iterator &start,
81                                                          ShapeContainer::iterator &end)
[2839]82{
[3070]83        start = mLODLevels[level].GetShapes().begin();
84        end = mLODLevels[level].GetShapes().end();
[2844]85}
[2839]86
87
[2844]88void SceneEntity::Render(RenderState *state)
89{
90        ShapeContainer::iterator sit, sit_end;
[2841]91
[3070]92        if (!mLODLevels.empty())
93                GetCurrentLODLevel(sit, sit_end);
94        else
95        {
96                sit = mShapes.begin(); sit_end = mShapes.end();
97        }
[2844]98
[3110]99        Prepare(state);
[3071]100
[2844]101        for (; sit != sit_end; ++ sit)
[3114]102                (*sit)->Render(state, this);
[3071]103
104        mTransform->Unload(state);
[2766]105}
106
107
[2839]108void SceneEntity::AddShape(Shape *shape)
[2766]109{
[2839]110        mShapes.push_back(shape);
[2844]111        mBox.Include(shape->GetBoundingBox());
[2847]112
113        mCenter = mBox.Center();
[2766]114}
115
116
[2840]117void SceneEntity::SetTransform(Transform3 *trafo)
[2766]118{
119        mTransform = trafo;
120}
121
122
123void SceneEntity::SetLastRendered(int lastRendered)
124{
125        mLastRendered = lastRendered;
126}
127
128
129int SceneEntity::GetLastRendered() const
130{
131        return mLastRendered;
132}
133
134
[2844]135int SceneEntity::CountNumTriangles(int lodLevel)
[2766]136{
[2842]137        int numTriangles = 0;
[2844]138       
139        ShapeContainer::iterator sit, sit_end;
[2766]140
[2844]141        if (lodLevel == -1)
[2848]142                lodLevel = GetCurrentLODLevel();
[2842]143
[3070]144        return mLODLevels[lodLevel].GetNumTriangles();
[2766]145}
146
147
[3070]148AxisAlignedBox3 SceneEntity::GetWorldBoundingBox() const
[2844]149{
[2961]150        if (mTransform->IsIdentity()) return mBox;
[2957]151        Matrix4x4 mat = mTransform->GetMatrix();
152
153        return Transform(mBox, mat);
[2844]154}
155
156
157AxisAlignedBox3 SceneEntity::GetBoundingBox() const
158{
159        return mBox;
160}
161
[2847]162
[3070]163Vector3 SceneEntity::GetWorldCenter() const
[2847]164{
[3110]165        if (mTransform->IsIdentity()) return mCenter;
[3120]166        return mTransform->GetMatrix() * mCenter;
[2847]167}
168
169
[3110]170void SceneEntity::Prepare(RenderState *state)
171{
[3113]172        /*int id[] = {(mId / (255 * 255)) % 255, (mId / 255) % 255, mId % 255, 0};
[3110]173
174        GLfloat fogColor[4] = {(float)id[0] / 255.0f, (float)id[1] / 255.0f, (float)id[2] / 255.0f, .0f};
[3113]175        glFogfv(GL_FOG_COLOR, fogColor);*/
[3110]176
177        mTransform->Load(state);
[3101]178}
[3110]179
180
181}
Note: See TracBrowser for help on using the repository browser.