コード例 #1
0
ファイル: MFixedRenderer.cpp プロジェクト: galek/MIngEd
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();	
}
コード例 #2
0
ファイル: MFixedRenderer.cpp プロジェクト: galek/MIngEd
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(&currentFogColor);
		
		// 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();
	}
}