Пример #1
0
void MFixedRenderer::drawScene(MScene * scene, MOCamera * camera)
{
	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(mesh->getArmature())
					{
						MArmature * armature = mesh->getArmature();
						if(mesh->getArmatureAnim())
						{
							animateArmature(
								mesh->getArmature(),
								mesh->getArmatureAnim(),
								entity->getCurrentFrame()
							);
						}
						else
						{
							armature->processBonesLinking();
							armature->updateBonesSkinMatrix();
						}
					}

					// 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())
			{
				MArmature * armature = mesh->getArmature();
				if(mesh->getArmatureAnim())
				{
					animateArmature(
						mesh->getArmature(),
						mesh->getArmatureAnim(),
						entity->getCurrentFrame()
					);
				}
				else
				{
					armature->processBonesLinking();
					armature->updateBonesSkinMatrix();
				}
			}

			// 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->min;
					MVector3 * max = &box->max;

					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->min + (box->max - box->min)*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->min + (box->max - box->min)*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
	render->setDepthMask(0);
	
	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())
				{
					MArmature * armature = mesh->getArmature();
					if(mesh->getArmatureAnim())
					{
						animateArmature(
							mesh->getArmature(),
							mesh->getArmatureAnim(),
							entity->getCurrentFrame()
						);
					}
					else
					{
						armature->processBonesLinking();
						armature->updateBonesSkinMatrix();
					}
				}

				// 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->setDepthMask(1);

	render->disableLighting();
	render->disableFog();
}
Пример #2
0
void MFixedRenderer::drawTransparents(MSubMesh * subMesh, MArmature * armature)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawTransparents);
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	
	// data
	MVector3 * vertices = subMesh->getVertices();
	MVector3 * normals = subMesh->getNormals();
	MColor * colors = subMesh->getColors();
	
	if(! vertices)
		return;

	MSkinData * skinData = subMesh->getSkinData();
	if(armature && skinData)
	{
		unsigned int verticesSize = subMesh->getVerticesSize();
		unsigned int normalsSize = subMesh->getNormalsSize();
		
		MVector3 * skinVertices = getVertices(verticesSize);
		MVector3 * skinNormals = getNormals(normalsSize);
		
		computeSkinning(armature, skinData, vertices, normals, NULL, skinVertices, skinNormals, NULL);
		subMesh->getBoundingBox()->initFromPoints(skinVertices, verticesSize);
		
		vertices = skinVertices;
		normals = skinNormals;
	}
	
	render->setColorMask(0, 0, 0, 0);
	
	unsigned int i;
	unsigned int displayNumber = subMesh->getDisplaysNumber();
	for(i=0; i<displayNumber; i++)
	{
		MDisplay * display = subMesh->getDisplay(i);
		if((! display->isVisible()) || (! display->getMaterial()))
			continue;
		
		if(display->getMaterial()->getBlendMode() == M_BLENDING_ALPHA)
			drawDisplayTriangles(subMesh, display, vertices);
	}
	
	render->setColorMask(1, 1, 1, 1);
	render->setDepthMask(0);
	
	for(i=0; i<displayNumber; i++)
	{
		MDisplay * display = subMesh->getDisplay(i);
		if(! display->isVisible())
			continue;
		
		MMaterial * material = display->getMaterial();
		if(material)
		{
			if(material->getBlendMode() != M_BLENDING_NONE)
				drawDisplay(subMesh, display, vertices, normals, colors);
		}
	}
	
	render->setDepthMask(1);
}
Пример #3
0
void MFixedRenderer::drawText(MOText * textObj)
{
	MFont * font = textObj->getFont();
	const char * text = textObj->getText();
	vector <float> * linesOffset = textObj->getLinesOffset();

	if(! (strlen(text) > 0 && font))
		return;

	if(linesOffset->size() == 0)
		return;

	MRenderingContext * render = MEngine().getInstance()->getRenderingContext();


	render->enableBlending();
	render->enableTexture();
	render->disableLighting();
	render->disableCullFace();
	render->setDepthMask(0);

	render->setColor4(textObj->getColor());
	render->setBlendingMode(M_BLENDING_ALPHA);

	static MVector2 vertices[4];
	static MVector2 texCoords[4];

	render->disableNormalArray();
	render->disableColorArray();
	render->enableVertexArray();
	render->enableTexCoordArray();

	render->setVertexPointer(M_FLOAT, 2, vertices);
	render->setTexCoordPointer(M_FLOAT, 2, texCoords);

	render->bindTexture(font->getTextureId());

	unsigned int lineId = 0;
	float lineOffset = (*linesOffset)[0];

	float size = textObj->getSize();
	float tabSize = size*2;
	float fontSize = (float)font->getFontSize();
	float widthFactor = font->getTextureWith() / fontSize;
	float heightFactor = font->getTextureHeight() / fontSize;
	float xc = 0, yc = 0;

	unsigned int i;
	unsigned int textLen = strlen(text);
	for(i=0; i<textLen; i++)
	{
		if(text[i] == '\n') // return
		{
			if(((i+1) < textLen))
			{
				lineId++;
				lineOffset = (*linesOffset)[lineId];

				yc += size;
				xc = 0;
			}
			continue;
		}

		if(text[i] == '\t') // tab
		{
			int tab = (int)(xc / tabSize) + 1;
			xc = tab*tabSize;
			continue;
		}

		// get character
		unsigned int charCode = (unsigned int)((unsigned char)text[i]);
		MCharacter * character = font->getCharacter(charCode);
		if(! character)
			continue;

		MVector2 pos = character->getPos();
		MVector2 scale = character->getScale();
		MVector2 offset = character->getOffset() * size + MVector2(lineOffset, 0);

		float width = scale.x * widthFactor * size;
		float height = scale.y * heightFactor * size;

		// construct quad
		texCoords[0] = MVector2(pos.x, (pos.y + scale.y));
		vertices[0] = MVector2(xc, (yc + height)) + offset;

		texCoords[1] = MVector2((pos.x + scale.x), (pos.y + scale.y));
		vertices[1] = MVector2((xc + width), (yc + height)) + offset;

		texCoords[3] = MVector2((pos.x + scale.x), pos.y);
		vertices[3] = MVector2((xc + width), yc) + offset;

		texCoords[2] = MVector2(pos.x, pos.y);
		vertices[2] = MVector2(xc, yc) + offset;

		// draw quad
		render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 4);

		//move to next character
		xc += character->getXAdvance() * size;
	}
	
	render->setDepthMask(1);
}