[2766] | 1 | #include "SceneEntity.h"
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| 2 | #include "Geometry.h"
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| 3 | #include "Material.h"
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[2769] | 4 | #include "RenderState.h"
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[2840] | 5 | #include "Shape.h"
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[2844] | 6 | #include "Transform3.h"
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| 7 | #include "Camera.h"
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[3110] | 8 | #include "glInterface.h"
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[2844] | 9 |
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[2766] | 10 |
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[2842] | 11 | using namespace std;
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| 12 |
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| 13 |
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[2776] | 14 | namespace CHCDemoEngine
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[2766] | 15 | {
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| 16 |
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[3259] | 17 | int sCurrentId = 0;
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[2865] | 18 | bool SceneEntity::sUseLODs = true;
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[3259] | 19 | int SceneEntity::sCurrentVisibleId = -1;
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[2842] | 20 |
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[2844] | 21 | SceneEntity::SceneEntity(Transform3 *trafo):
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[3245] | 22 | mTransform(trafo),
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| 23 | mCurrentLODLevel(0),
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| 24 | mLODLastUpdated(-1),
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| 25 | mId(sCurrentId ++),
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| 26 | mVisibleId(0)
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[2766] | 27 | {
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[2844] | 28 | mBox.Initialize();
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[2766] | 29 | }
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| 30 |
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| 31 |
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[2792] | 32 | SceneEntity::~SceneEntity()
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| 33 | {
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| 34 | }
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| 35 |
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| 36 |
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[2847] | 37 | void SceneEntity::UpdateLODs(const Vector3 &viewPoint)
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[2766] | 38 | {
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[2865] | 39 | mCurrentLODLevel = 0;
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| 40 |
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| 41 | if (!sUseLODs) return;
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| 42 |
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[3070] | 43 | const Vector3 pos = GetWorldCenter();
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[2853] | 44 | const float dist = SqrDistance(pos, viewPoint);
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[2841] | 45 |
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[2853] | 46 | // note: we assume that lods are ordered from smallest distance to largest
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[2847] | 47 | const int l = (int)mLODLevels.size();
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[2839] | 48 |
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[2844] | 49 | for (int i = 0; i < l; ++ i)
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[2766] | 50 | {
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[3102] | 51 | if (mLODLevels[i].GetSquaredDistance() > dist) break;
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[2844] | 52 | mCurrentLODLevel = i;
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[2839] | 53 | }
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[2848] | 54 | }
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[2766] | 55 |
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[2848] | 56 |
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| 57 | int SceneEntity::GetCurrentLODLevel()
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| 58 | {
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| 59 | if (mLODLastUpdated != LODLevel::sFrameId)
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[2841] | 60 | {
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[2848] | 61 | mLODLastUpdated = LODLevel::sFrameId;
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| 62 | UpdateLODs(LODLevel::sViewPoint);
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| 63 | }
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| 64 |
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| 65 | return mCurrentLODLevel;
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[2839] | 66 | }
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[2825] | 67 |
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[2848] | 68 |
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[2844] | 69 | void SceneEntity::GetCurrentLODLevel(ShapeContainer::iterator &start,
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| 70 | ShapeContainer::iterator &end)
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| 71 | {
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[2847] | 72 | if (mLODLastUpdated != LODLevel::sFrameId)
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| 73 | {
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| 74 | mLODLastUpdated = LODLevel::sFrameId;
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| 75 | UpdateLODs(LODLevel::sViewPoint);
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| 76 | }
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| 77 |
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[3070] | 78 | start = mLODLevels[mCurrentLODLevel].GetShapes().begin();
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| 79 | end = mLODLevels[mCurrentLODLevel].GetShapes().end();
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[2844] | 80 | }
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[2825] | 81 |
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[2844] | 82 |
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[3034] | 83 | void SceneEntity::GetLODLevel(int level,
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[2844] | 84 | ShapeContainer::iterator &start,
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| 85 | ShapeContainer::iterator &end)
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[2839] | 86 | {
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[3070] | 87 | start = mLODLevels[level].GetShapes().begin();
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| 88 | end = mLODLevels[level].GetShapes().end();
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[2844] | 89 | }
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[2839] | 90 |
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| 91 |
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[2844] | 92 | void SceneEntity::Render(RenderState *state)
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| 93 | {
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| 94 | ShapeContainer::iterator sit, sit_end;
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[2841] | 95 |
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[3070] | 96 | if (!mLODLevels.empty())
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[3331] | 97 | {
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[3070] | 98 | GetCurrentLODLevel(sit, sit_end);
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[3331] | 99 | }
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[3070] | 100 | else
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| 101 | {
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| 102 | sit = mShapes.begin(); sit_end = mShapes.end();
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| 103 | }
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[2844] | 104 |
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[3110] | 105 | Prepare(state);
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[3071] | 106 |
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[2844] | 107 | for (; sit != sit_end; ++ sit)
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[3331] | 108 | {
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[3114] | 109 | (*sit)->Render(state, this);
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[3331] | 110 | }
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[3071] | 111 |
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| 112 | mTransform->Unload(state);
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[2766] | 113 | }
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| 114 |
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| 115 |
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[2839] | 116 | void SceneEntity::AddShape(Shape *shape)
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[2766] | 117 | {
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[2839] | 118 | mShapes.push_back(shape);
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[2844] | 119 | mBox.Include(shape->GetBoundingBox());
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[2847] | 120 |
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| 121 | mCenter = mBox.Center();
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[2766] | 122 | }
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| 123 |
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| 124 |
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[2840] | 125 | void SceneEntity::SetTransform(Transform3 *trafo)
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[2766] | 126 | {
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| 127 | mTransform = trafo;
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| 128 | }
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| 129 |
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| 130 |
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[3245] | 131 | void SceneEntity::SetLastRenderedFrame(int lastRenderedFrame)
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[2766] | 132 | {
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[3245] | 133 | mLastRenderedFrame = lastRenderedFrame;
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[2766] | 134 | }
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| 135 |
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| 136 |
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[3245] | 137 | int SceneEntity::GetLastRenderedFrame() const
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[2766] | 138 | {
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[3245] | 139 | return mLastRenderedFrame;
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[2766] | 140 | }
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| 141 |
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| 142 |
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[2844] | 143 | int SceneEntity::CountNumTriangles(int lodLevel)
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[2766] | 144 | {
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[2842] | 145 | int numTriangles = 0;
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[2844] | 146 |
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| 147 | ShapeContainer::iterator sit, sit_end;
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[2766] | 148 |
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[2844] | 149 | if (lodLevel == -1)
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[2848] | 150 | lodLevel = GetCurrentLODLevel();
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[2842] | 151 |
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[3070] | 152 | return mLODLevels[lodLevel].GetNumTriangles();
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[2766] | 153 | }
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| 154 |
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| 155 |
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[3070] | 156 | AxisAlignedBox3 SceneEntity::GetWorldBoundingBox() const
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[2844] | 157 | {
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[2961] | 158 | if (mTransform->IsIdentity()) return mBox;
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[2957] | 159 | Matrix4x4 mat = mTransform->GetMatrix();
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| 160 |
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| 161 | return Transform(mBox, mat);
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[2844] | 162 | }
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| 163 |
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| 164 |
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| 165 | AxisAlignedBox3 SceneEntity::GetBoundingBox() const
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| 166 | {
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| 167 | return mBox;
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| 168 | }
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| 169 |
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[2847] | 170 |
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[3070] | 171 | Vector3 SceneEntity::GetWorldCenter() const
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[2847] | 172 | {
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[3110] | 173 | if (mTransform->IsIdentity()) return mCenter;
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[3120] | 174 | return mTransform->GetMatrix() * mCenter;
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[2847] | 175 | }
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| 176 |
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| 177 |
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[3110] | 178 | void SceneEntity::Prepare(RenderState *state)
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| 179 | {
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[3113] | 180 | /*int id[] = {(mId / (255 * 255)) % 255, (mId / 255) % 255, mId % 255, 0};
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[3110] | 181 |
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| 182 | GLfloat fogColor[4] = {(float)id[0] / 255.0f, (float)id[1] / 255.0f, (float)id[2] / 255.0f, .0f};
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[3113] | 183 | glFogfv(GL_FOG_COLOR, fogColor);*/
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[3110] | 184 |
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| 185 | mTransform->Load(state);
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[3101] | 186 | }
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[3110] | 187 |
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| 188 |
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[3262] | 189 | AxisAlignedBox3 SceneEntity::ComputeBoundingBox(SceneEntity **entities, int numEntities)
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| 190 | {
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| 191 | AxisAlignedBox3 box;
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| 192 |
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[3268] | 193 | if (numEntities <= 0)
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[3262] | 194 | { // no box => just initialize
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| 195 | box.Initialize();
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| 196 | }
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| 197 | else
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| 198 | {
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| 199 | box = entities[0]->GetWorldBoundingBox();
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| 200 |
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| 201 | for (int i = 1; i < numEntities; ++ i)
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| 202 | {
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| 203 | box.Include(entities[i]->GetWorldBoundingBox());
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| 204 | }
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| 205 | }
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| 206 |
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| 207 | return box;
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| 208 | }
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| 209 |
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| 210 |
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| 211 | AxisAlignedBox3 SceneEntity::ComputeBoundingBox(const SceneEntityContainer &entities)
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| 212 | {
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| 213 | AxisAlignedBox3 box;
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| 214 |
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[3268] | 215 | if (entities.empty())
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[3262] | 216 | { // no box => just initialize
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| 217 | box.Initialize();
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| 218 | }
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| 219 | else
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| 220 | {
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| 221 | box = entities[0]->GetWorldBoundingBox();
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| 222 |
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| 223 | for (size_t i = 1; i < entities.size(); ++ i)
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| 224 | {
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| 225 | box.Include(entities[i]->GetWorldBoundingBox());
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| 226 | }
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| 227 | }
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| 228 |
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| 229 | return box;
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| 230 | }
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| 231 |
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| 232 |
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| 233 |
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| 234 |
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[3110] | 235 | } |
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