void MFixedRenderer::drawScene(MScene * scene, MOCamera * camera) { M_PROFILE_SCOPE(MFixedRenderer::drawScene); struct MEntityLight { MBox3d lightBox; MOLight * light; }; struct MSubMeshPass { unsigned int subMeshId; unsigned int lightsNumber; MObject3d * object; MOLight * lights[4]; }; // sub objects #define MAX_TRANSP_SUBOBJ 4096 static int transpList[MAX_TRANSP_SUBOBJ]; static float transpZList[MAX_TRANSP_SUBOBJ]; static MSubMeshPass transpSubObjs[MAX_TRANSP_SUBOBJ]; // lights list #define MAX_ENTITY_LIGHTS 256 static int entityLightsList[MAX_ENTITY_LIGHTS]; static float entityLightsZList[MAX_ENTITY_LIGHTS]; static MEntityLight entityLights[MAX_ENTITY_LIGHTS]; // get render MRenderingContext * render = MEngine::getInstance()->getRenderingContext(); render->enableLighting(); render->enableBlending(); // make frustum MFrustum * frustum = camera->getFrustum(); frustum->makeVolume(camera); // update visibility updateVisibility(scene, camera); // fog enableFog(camera); // camera MVector3 cameraPos = camera->getTransformedPosition(); // transp sub obj number unsigned int transpSubObsNumber = 0; // lights unsigned int l; unsigned int lSize = scene->getLightsNumber(); // entities unsigned int i; unsigned int eSize = scene->getEntitiesNumber(); for(i=0; i<eSize; i++) { // get entity MOEntity * entity = scene->getEntityByIndex(i); MMesh * mesh = entity->getMesh(); if(! entity->isActive()) continue; if(! entity->isVisible()) { if(mesh) { MArmature * armature = mesh->getArmature(); MArmatureAnim * armatureAnim = mesh->getArmatureAnim(); if(armature) { // animate armature if(armatureAnim) animateArmature( mesh->getArmature(), mesh->getArmatureAnim(), entity->getCurrentFrame() ); // TODO : optimize and add a tag to desactivate it updateSkinning(mesh, armature); (*entity->getBoundingBox()) = (*mesh->getBoundingBox()); } } continue; } // draw mesh if(mesh) { MVector3 scale = entity->getTransformedScale(); MBox3d * entityBox = entity->getBoundingBox(); float minScale = scale.x; minScale = MIN(minScale, scale.y); minScale = MIN(minScale, scale.z); minScale = 1.0f / minScale; unsigned int entityLightsNumber = 0; for(l=0; l<lSize; l++) { // get entity MOLight * light = scene->getLightByIndex(l); if(! light->isActive()) continue; if(! light->isVisible()) continue; // light box MVector3 lightPos = light->getTransformedPosition(); MVector3 localPos = entity->getInversePosition(lightPos); float localRadius = light->getRadius() * minScale; MBox3d lightBox( MVector3(localPos - localRadius), MVector3(localPos + localRadius) ); if(! entityBox->isInCollisionWith(&lightBox)) continue; MEntityLight * entityLight = &entityLights[entityLightsNumber]; entityLight->lightBox = lightBox; entityLight->light = light; entityLightsNumber++; if(entityLightsNumber == MAX_ENTITY_LIGHTS) break; } // animate armature if(mesh->getArmature() && mesh->getArmatureAnim()) animateArmature( mesh->getArmature(), mesh->getArmatureAnim(), entity->getCurrentFrame() ); // animate textures if(mesh->getTexturesAnim()) animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame()); // animate materials if(mesh->getMaterialsAnim()) animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame()); unsigned int s; unsigned int sSize = mesh->getSubMeshsNumber(); for(s=0; s<sSize; s++) { MSubMesh * subMesh = &mesh->getSubMeshs()[s]; MBox3d * box = subMesh->getBoundingBox(); // check if submesh visible if(sSize > 1) { MVector3 * min = box->getMin(); MVector3 * max = box->getMax(); MVector3 points[8] = { entity->getTransformedVector(MVector3(min->x, min->y, min->z)), entity->getTransformedVector(MVector3(min->x, max->y, min->z)), entity->getTransformedVector(MVector3(max->x, max->y, min->z)), entity->getTransformedVector(MVector3(max->x, min->y, min->z)), entity->getTransformedVector(MVector3(min->x, min->y, max->z)), entity->getTransformedVector(MVector3(min->x, max->y, max->z)), entity->getTransformedVector(MVector3(max->x, max->y, max->z)), entity->getTransformedVector(MVector3(max->x, min->y, max->z)) }; if(! frustum->isVolumePointsVisible(points, 8)) continue; } // subMesh center MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f; center = entity->getTransformedVector(center); // sort entity lights unsigned int lightsNumber = 0; for(l=0; l<entityLightsNumber; l++) { MEntityLight * entityLight = &entityLights[l]; if(! box->isInCollisionWith(&entityLight->lightBox)) continue; MOLight * light = entityLight->light; float z = (center - light->getTransformedPosition()).getLength(); entityLightsList[lightsNumber] = l; entityLightsZList[l] = (1.0f/z)*light->getRadius(); lightsNumber++; } if(lightsNumber > 1) sortFloatList(entityLightsList, entityLightsZList, 0, (int)lightsNumber-1); // local lights if(lightsNumber > 4) lightsNumber = 4; for(l=0; l<lightsNumber; l++) { MEntityLight * entityLight = &entityLights[entityLightsList[l]]; MOLight * light = entityLight->light; // attenuation float quadraticAttenuation = (8.0f / light->getRadius()); quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity(); // color MVector3 color = light->getFinalColor(); // set light render->enableLight(l); render->setLightPosition(l, light->getTransformedPosition()); render->setLightDiffuse(l, MVector4(color)); render->setLightSpecular(l, MVector4(color)); render->setLightAmbient(l, MVector3(0, 0, 0)); render->setLightAttenuation(l, 1, 0, quadraticAttenuation); // spot render->setLightSpotAngle(l, light->getSpotAngle()); if(light->getSpotAngle() < 90){ render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized()); render->setLightSpotExponent(l, light->getSpotExponent()); } else { render->setLightSpotExponent(l, 0.0f); } } for(l=lightsNumber; l<4; l++){ render->disableLight(l); } render->pushMatrix(); render->multMatrix(entity->getMatrix()); // draw opaques drawOpaques(subMesh, mesh->getArmature()); if(subMesh->hasTransparency()) { if(transpSubObsNumber < MAX_TRANSP_SUBOBJ) { // transparent subMesh pass MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber]; // lights subMeshPass->lightsNumber = lightsNumber; for(l=0; l<lightsNumber; l++) subMeshPass->lights[l] = entityLights[entityLightsList[l]].light; // z distance to camera float z = getDistanceToCam(camera, center); // set values transpList[transpSubObsNumber] = transpSubObsNumber; transpZList[transpSubObsNumber] = z; subMeshPass->subMeshId = s; subMeshPass->object = entity; transpSubObsNumber++; } } render->popMatrix(); } mesh->updateBoundingBox(); (*entity->getBoundingBox()) = (*mesh->getBoundingBox()); } } // texts unsigned int tSize = scene->getTextsNumber(); for(i=0; i<tSize; i++) { MOText * text = scene->getTextByIndex(i); if(text->isActive() && text->isVisible()) { // transparent pass MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber]; // center MBox3d * box = text->getBoundingBox(); MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f; center = text->getTransformedVector(center); // z distance to camera float z = getDistanceToCam(camera, center); // set values transpList[transpSubObsNumber] = transpSubObsNumber; transpZList[transpSubObsNumber] = z; subMeshPass->object = text; transpSubObsNumber++; } } // sort transparent list if(transpSubObsNumber > 1) sortFloatList(transpList, transpZList, 0, (int)transpSubObsNumber-1); // draw transparents for(i=0; i<transpSubObsNumber; i++) { MSubMeshPass * subMeshPass = &transpSubObjs[transpList[i]]; MObject3d * object = subMeshPass->object; // objects switch(object->getType()) { case M_OBJECT3D_ENTITY: { MOEntity * entity = (MOEntity *)object; unsigned int subMeshId = subMeshPass->subMeshId; MMesh * mesh = entity->getMesh(); MSubMesh * subMesh = &mesh->getSubMeshs()[subMeshId]; // animate armature if(mesh->getArmature() && mesh->getArmatureAnim()) animateArmature( mesh->getArmature(), mesh->getArmatureAnim(), entity->getCurrentFrame() ); // animate textures if(mesh->getTexturesAnim()) animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame()); // animate materials if(mesh->getMaterialsAnim()) animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame()); // lights for(l=0; l<subMeshPass->lightsNumber; l++) { MOLight * light = subMeshPass->lights[l]; // attenuation float quadraticAttenuation = (8.0f / light->getRadius()); quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity(); // color MVector3 color = light->getFinalColor(); // set light render->enableLight(l); render->setLightPosition(l, light->getTransformedPosition()); render->setLightDiffuse(l, MVector4(color)); render->setLightSpecular(l, MVector4(color)); render->setLightAmbient(l, MVector3(0, 0, 0)); render->setLightAttenuation(l, 1, 0, quadraticAttenuation); // spot render->setLightSpotAngle(l, light->getSpotAngle()); if(light->getSpotAngle() < 90){ render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized()); render->setLightSpotExponent(l, light->getSpotExponent()); } else { render->setLightSpotExponent(l, 0.0f); } } for(l=subMeshPass->lightsNumber; l<4; l++){ render->disableLight(l); } render->pushMatrix(); render->multMatrix(entity->getMatrix()); drawTransparents(subMesh, mesh->getArmature()); render->popMatrix(); mesh->updateBoundingBox(); (*entity->getBoundingBox()) = (*mesh->getBoundingBox()); } break; case M_OBJECT3D_TEXT: { MOText * text = (MOText *)object; render->pushMatrix(); render->multMatrix(text->getMatrix()); drawText(text); render->popMatrix(); } break; } } render->disableLighting(); render->disableFog(); }
void MFixedRenderer::drawDisplay(MSubMesh * subMesh, MDisplay * display, MVector3 * vertices, MVector3 * normals, MColor * colors) { M_PROFILE_SCOPE(MFixedRenderer::drawDisplay); MEngine * engine = MEngine::getInstance(); MRenderingContext * render = engine->getRenderingContext(); render->setColor4(MVector4(1, 1, 1, 1)); // get material MMaterial * material = display->getMaterial(); { float opacity = material->getOpacity(); if(opacity <= 0.0f) return; // data M_TYPES indicesType = subMesh->getIndicesType(); void * indices = subMesh->getIndices(); MVector2 * texCoords = subMesh->getTexCoords(); // begin / size unsigned int begin = display->getBegin(); unsigned int size = display->getSize(); // get properties M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType(); M_BLENDING_MODES blendMode = material->getBlendMode(); M_CULL_MODES cullMode = display->getCullMode(); MVector3 * diffuse = material->getDiffuse(); MVector3 * specular = material->getSpecular(); MVector3 * emit = material->getEmit(); float shininess = material->getShininess(); // get current fog color MVector3 currentFogColor; render->getFogColor(¤tFogColor); // set cull mode if(cullMode == M_CULL_NONE){ render->disableCullFace(); } else{ render->enableCullFace(); render->setCullMode(cullMode); } // texture passes unsigned int texturesPassNumber = MIN(8, material->getTexturesPassNumber()); // set blending mode render->setBlendingMode(blendMode); // alpha test if(blendMode != M_BLENDING_ALPHA && texturesPassNumber > 0) { MTexturePass * texturePass = material->getTexturePass(0); MTexture * texture = texturePass->getTexture(); if(texture) { if(texture->getTextureRef()->getComponents() > 3) render->setAlphaTest(0.5f); } } // set fog color depending on blending switch(blendMode) { case M_BLENDING_ADD: case M_BLENDING_LIGHT: render->setFogColor(MVector3(0, 0, 0)); break; case M_BLENDING_PRODUCT: render->setFogColor(MVector3(1, 1, 1)); break; } // fixed pipeline { // no FX render->bindFX(0); // Vertex render->enableVertexArray(); render->setVertexPointer(M_FLOAT, 3, vertices); // Normal if(normals) { render->enableNormalArray(); render->setNormalPointer(M_FLOAT, normals); } // Color if(colors) { render->disableLighting(); render->enableColorArray(); render->setColorPointer(M_UBYTE, 4, colors); } // Material render->setMaterialDiffuse(MVector4(diffuse->x, diffuse->y, diffuse->z, opacity)); render->setMaterialSpecular(MVector4(*specular)); render->setMaterialAmbient(MVector4()); render->setMaterialEmit(MVector4(*emit)); render->setMaterialShininess(shininess); // switch to texture matrix mode if(texturesPassNumber > 0) render->setMatrixMode(M_MATRIX_TEXTURE); else render->disableTexture(); // Textures int id = texturesPassNumber; for(unsigned int t=0; t<texturesPassNumber; t++) { MTexturePass * texturePass = material->getTexturePass(t); MTexture * texture = texturePass->getTexture(); if((! texture) || (! texCoords)) { render->bindTexture(0, t); render->disableTexture(); render->disableTexCoordArray(); continue; } // texCoords unsigned int offset = 0; if(subMesh->isMapChannelExist(texturePass->getMapChannel())) offset = subMesh->getMapChannelOffset(texturePass->getMapChannel()); // texture id unsigned int textureId = 0; MTextureRef * texRef = texture->getTextureRef(); if(texRef) textureId = texRef->getTextureId(); // bind texture render->bindTexture(textureId, t); render->enableTexture(); render->setTextureCombineMode(texturePass->getCombineMode()); render->setTextureUWrapMode(texture->getUWrapMode()); render->setTextureVWrapMode(texture->getVWrapMode()); // texture matrix render->loadIdentity(); render->translate(MVector2(0.5f, 0.5f)); render->scale(*texture->getTexScale()); render->rotate(MVector3(0, 0, -1), texture->getTexRotate()); render->translate(MVector2(-0.5f, -0.5f)); render->translate(*texture->getTexTranslate()); // texture coords render->enableTexCoordArray(); render->setTexCoordPointer(M_FLOAT, 2, texCoords + offset); } // switch back to modelview matrix mode if(texturesPassNumber > 0) render->setMatrixMode(M_MATRIX_MODELVIEW); // draw if(indices) { switch(indicesType) { case M_USHORT: render->drawElement(primitiveType, size, indicesType, (unsigned short*)indices + begin); break; case M_UINT: render->drawElement(primitiveType, size, indicesType, (unsigned int*)indices + begin); break; } } else{ render->drawArray(primitiveType, begin, size); } // disable arrays render->disableVertexArray(); if(normals) render->disableNormalArray(); if(colors) render->disableColorArray(); // restore textures for(int t=(int)(id-1); t>=0; t--) { render->bindTexture(0, t); render->disableTexture(); render->disableTexCoordArray(); render->setTextureCombineMode(M_TEX_COMBINE_MODULATE); render->setMatrixMode(M_MATRIX_TEXTURE); render->loadIdentity(); render->setMatrixMode(M_MATRIX_MODELVIEW); } } // restore fog and alpha test render->setFogColor(currentFogColor); if(blendMode != M_BLENDING_ALPHA) render->setAlphaTest(0.0f); // restore lighting if(colors) render->enableLighting(); } }