aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/source/Irrlicht/CMeshSceneNode.cpp
blob: 5205b4dbf378bcbbfba6cd0e22491f05519473ca (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
// 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"
#include "CShadowVolumeSceneNode.h"

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)
	{
		// 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
		if (ReadOnlyMaterials && Mesh)
		{
			// count mesh materials

			for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
			{
				scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
				video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0;

				if (rnd && rnd->isTransparent())
					++transparentCount;
				else
					++solidCount;

				if (solidCount && transparentCount)
					break;
			}
		}
		else
		{
			// count copied materials

			for (u32 i=0; i<Materials.size(); ++i)
			{
				video::IMaterialRenderer* rnd =
					driver->getMaterialRenderer(Materials[i].MaterialType);

				if (rnd && rnd->isTransparent())
					++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;

	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];

				video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());

				// 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);
				}
			}
		}
	}

	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

	// 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)
{
	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;
}


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