Merged 2D and 3D modules into Graphics module

Former-commit-id: 33bf0fbe727e50e864bc52680c95a106ada508e9
This commit is contained in:
Lynix
2013-04-03 01:14:55 +02:00
parent e52412577b
commit 34dbd19385
50 changed files with 168 additions and 393 deletions

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Background.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzBackground::~NzBackground() = default;

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzCamera::NzCamera() :
m_viewport(0.f, 0.f, 1.f, 1.f),
m_upVector(NzVector3f::Up()),
m_frustumUpdated(false),
m_projectionMatrixUpdated(false),
m_viewMatrixUpdated(false),
m_aspectRatio(0.f),
m_fov(70.f),
m_zFar(100.f),
m_zNear(1.f)
{
}
NzCamera::~NzCamera() = default;
void NzCamera::Activate() const
{
#ifdef NAZARA_3D_SAFE
if (!m_target)
{
NazaraError("No render target !");
return;
}
#endif
NzRenderer::SetTarget(m_target);
unsigned int width = m_target->GetWidth();
unsigned int height = std::max(m_target->GetHeight(), 1U);
float vWidth = width * m_viewport.width;
float vHeight = height * m_viewport.height;
NzRectui viewport;
viewport.x = width * m_viewport.x;
viewport.y = height * m_viewport.x;
viewport.width = vWidth;
viewport.height = height * m_viewport.height;
NzRenderer::SetViewport(viewport);
float aspectRatio = vWidth/vHeight;
if (!NzNumberEquals(m_aspectRatio, aspectRatio))
{
m_aspectRatio = aspectRatio;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
NzRenderer::SetMatrix(nzMatrixType_Projection, m_projectionMatrix);
NzRenderer::SetMatrix(nzMatrixType_View, m_viewMatrix);
if (m_scene)
m_scene->SetActiveCamera(this);
}
void NzCamera::EnsureFrustumUpdate() const
{
if (!m_frustumUpdated)
UpdateFrustum();
}
void NzCamera::EnsureProjectionMatrixUpdate() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
}
void NzCamera::EnsureViewMatrixUpdate() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
}
float NzCamera::GetAspectRatio() const
{
return m_aspectRatio;
}
const NzBoundingBoxf& NzCamera::GetBoundingBox() const
{
///TODO: Remplacer par la bounding box du Frustum ?
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
float NzCamera::GetFOV() const
{
return m_fov;
}
const NzFrustumf& NzCamera::GetFrustum() const
{
if (!m_frustumUpdated)
UpdateFrustum();
return m_frustum;
}
const NzMatrix4f& NzCamera::GetProjectionMatrix() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
return m_projectionMatrix;
}
nzSceneNodeType NzCamera::GetSceneNodeType() const
{
return nzSceneNodeType_Camera;
}
const NzRenderTarget* NzCamera::GetTarget() const
{
return m_target;
}
const NzVector3f& NzCamera::GetUpVector() const
{
return m_upVector;
}
const NzMatrix4f& NzCamera::GetViewMatrix() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
return m_viewMatrix;
}
const NzRectf& NzCamera::GetViewport() const
{
return m_viewport;
}
float NzCamera::GetZFar() const
{
return m_zFar;
}
float NzCamera::GetZNear() const
{
return m_zNear;
}
void NzCamera::SetFOV(float fov)
{
m_fov = fov;
m_frustumUpdated = false;
m_projectionMatrixUpdated= false;
}
void NzCamera::SetTarget(const NzRenderTarget* renderTarget)
{
m_target = renderTarget;
}
void NzCamera::SetTarget(const NzRenderTarget& renderTarget)
{
SetTarget(&renderTarget);
}
void NzCamera::SetUpVector(const NzVector3f& upVector)
{
m_upVector = upVector;
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
void NzCamera::SetViewport(const NzRectf& viewport)
{
m_viewport = viewport;
}
void NzCamera::SetZFar(float zFar)
{
m_zFar = zFar;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::SetZNear(float zNear)
{
m_zNear = zNear;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
NazaraUnused(renderQueue);
NazaraInternalError("SceneNode::AddToRenderQueue() called on SceneRoot");
}
void NzCamera::Invalidate()
{
NzSceneNode::Invalidate();
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
void NzCamera::Register()
{
}
void NzCamera::Unregister()
{
}
void NzCamera::UpdateFrustum() const
{
m_frustum.Build(m_fov, m_aspectRatio, m_zNear, m_zFar, m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_frustumUpdated = true;
}
void NzCamera::UpdateProjectionMatrix() const
{
m_projectionMatrix.MakePerspective(m_fov, m_aspectRatio, m_zNear, m_zFar);
m_projectionMatrixUpdated = true;
}
void NzCamera::UpdateViewMatrix() const
{
if (!m_derivedUpdated)
UpdateDerived();
m_viewMatrix.MakeLookAt(m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_viewMatrixUpdated = true;
}
bool NzCamera::VisibilityTest(const NzFrustumf& frustum)
{
NazaraUnused(frustum);
//NazaraInternalError("SceneNode::IsVisible() called on Camera");
return false;
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzColorBackground::NzColorBackground(const NzColor& color) :
m_color(color)
{
}
void NzColorBackground::Draw() const
{
NzRenderer::SetClearColor(m_color);
NzRenderer::Clear(nzRendererClear_Color);
}
nzBackgroundType NzColorBackground::GetBackgroundType() const
{
return nzBackgroundType_Color;
}
NzColor NzColorBackground::GetColor() const
{
return m_color;
}
void NzColorBackground::SetColor(const NzColor& color)
{
m_color = color;
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Config.hpp>
#if NAZARA_GRAPHICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#include <new>
void* operator new(std::size_t size)
{
return NzMemoryManager::Allocate(size, false);
}
void* operator new[](std::size_t size)
{
return NzMemoryManager::Allocate(size, true);
}
void operator delete(void* pointer) noexcept
{
NzMemoryManager::Free(pointer, false);
}
void operator delete[](void* pointer) noexcept
{
NzMemoryManager::Free(pointer, true);
}
#endif

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzDrawable::~NzDrawable() = default;

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
bool Nz3D::Initialize()
{
if (s_moduleReferenceCounter++ != 0)
return true; // Déjà initialisé
// Initialisation des dépendances
if (!NzRenderer::Initialize())
{
NazaraError("Failed to initialize Renderer module");
Uninitialize();
return false;
}
// Initialisation du module
// Loaders
NzLoaders_OBJ_Register();
// Loader générique
NzLoaders_Mesh_Register();
NazaraNotice("Initialized: Graphics module");
return true;
}
bool Nz3D::IsInitialized()
{
return s_moduleReferenceCounter != 0;
}
void Nz3D::Uninitialize()
{
if (s_moduleReferenceCounter != 1)
{
// Le module est soit encore utilisé, soit pas initialisé
if (s_moduleReferenceCounter > 1)
s_moduleReferenceCounter--;
return;
}
// Libération du module
s_moduleReferenceCounter = 0;
// Loaders
NzLoaders_Mesh_Unregister();
NzLoaders_OBJ_Unregister();
NazaraNotice("Uninitialized: Graphics module");
// Libération des dépendances
Nz2D::Uninitialize();
}
unsigned int Nz3D::s_moduleReferenceCounter = 0;

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Sphere.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <cstring>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Utilisation des UBOs
NzLight::NzLight(nzLightType type) :
m_type(type),
m_ambientColor((type == nzLightType_Directional) ? NzColor(50, 50, 50) : NzColor::Black),
m_diffuseColor(NzColor::White),
m_specularColor(NzColor::White),
m_boundingBoxUpdated(false),
m_attenuation(0.9f),
m_innerAngle(15.f),
m_outerAngle(45.f),
m_radius(500.f)
{
}
NzLight::NzLight(const NzLight& light) :
NzSceneNode(light)
{
std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
}
NzLight::~NzLight()
{
}
void NzLight::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
switch (m_type)
{
case nzLightType_Directional:
renderQueue.directionnalLights.push_back(this);
break;
case nzLightType_Point:
case nzLightType_Spot:
renderQueue.visibleLights.push_back(this);
break;
}
}
void NzLight::Apply(const NzShader* shader, unsigned int lightUnit) const
{
/*
struct Light
{
int type;
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
Directional
-P1: vec3 direction
Point
-P1: vec3 position + float attenuation
-P2: float invRadius
Spot
-P1: vec3 position + float attenuation
-P2: vec3 direction + float invRadius
-P3: float cosInnerAngle + float cosOuterAngle
*/
int typeLocation = shader->GetUniformLocation("Lights[0].type");
int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
int diffuseLocation = shader->GetUniformLocation("Lights[0].diffuse");
int specularLocation = shader->GetUniformLocation("Lights[0].specular");
int parameters1Location = shader->GetUniformLocation("Lights[0].parameters1");
int parameters2Location = shader->GetUniformLocation("Lights[0].parameters2");
int parameters3Location = shader->GetUniformLocation("Lights[0].parameters3");
if (lightUnit > 0)
{
int type2Location = shader->GetUniformLocation("Lights[1].type");
int offset = lightUnit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
// On applique cet offset
typeLocation += offset;
ambientLocation += offset;
diffuseLocation += offset;
specularLocation += offset;
parameters1Location += offset;
parameters2Location += offset;
parameters3Location += offset;
}
shader->SendInteger(typeLocation, m_type);
shader->SendColor(ambientLocation, m_ambientColor);
shader->SendColor(diffuseLocation, m_diffuseColor);
shader->SendColor(specularLocation, m_specularColor);
if (!m_derivedUpdated)
UpdateDerived();
switch (m_type)
{
case nzLightType_Directional:
shader->SendVector(parameters1Location, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
break;
case nzLightType_Point:
shader->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
shader->SendVector(parameters2Location, NzVector4f(1.f/m_radius, 0.f, 0.f, 0.f));
break;
case nzLightType_Spot:
shader->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
shader->SendVector(parameters2Location, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
shader->SendVector(parameters3Location, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
break;
}
}
const NzBoundingBoxf& NzLight::GetBoundingBox() const
{
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return m_boundingBox;
}
NzColor NzLight::GetAmbientColor() const
{
return m_ambientColor;
}
float NzLight::GetAttenuation() const
{
return m_attenuation;
}
NzColor NzLight::GetDiffuseColor() const
{
return m_diffuseColor;
}
float NzLight::GetInnerAngle() const
{
return m_innerAngle;
}
nzLightType NzLight::GetLightType() const
{
return m_type;
}
float NzLight::GetOuterAngle() const
{
return m_outerAngle;
}
float NzLight::GetRadius() const
{
return m_radius;
}
nzSceneNodeType NzLight::GetSceneNodeType() const
{
return nzSceneNodeType_Light;
}
NzColor NzLight::GetSpecularColor() const
{
return m_specularColor;
}
void NzLight::SetAmbientColor(const NzColor& ambient)
{
m_ambientColor = ambient;
}
void NzLight::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
void NzLight::SetDiffuseColor(const NzColor& diffuse)
{
m_diffuseColor = diffuse;
}
void NzLight::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
}
void NzLight::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
m_boundingBox.MakeNull();
m_boundingBoxUpdated = false;
}
void NzLight::SetRadius(float radius)
{
m_radius = radius;
m_boundingBox.MakeNull();
m_boundingBoxUpdated = false;
}
void NzLight::SetSpecularColor(const NzColor& specular)
{
m_specularColor = specular;
}
NzLight& NzLight::operator=(const NzLight& light)
{
std::memcpy(this, &light, sizeof(NzLight));
return *this;
}
void NzLight::Invalidate()
{
NzSceneNode::Invalidate();
m_boundingBoxUpdated = false;
}
void NzLight::Register()
{
}
void NzLight::Unregister()
{
}
void NzLight::UpdateBoundingBox() const
{
if (m_boundingBox.IsNull())
{
switch (m_type)
{
case nzLightType_Directional:
m_boundingBox.MakeInfinite();
m_boundingBoxUpdated = true;
return; // Rien d'autre à faire
case nzLightType_Point:
{
NzVector3f radius(m_radius);
m_boundingBox.Set(-radius, radius);
break;
}
case nzLightType_Spot:
{
// On forme un cube sur l'origine
NzCubef cube(NzVector3f::Zero());
// On calcule le reste des points
float height = m_radius;
NzVector3f base(NzVector3f::Forward()*height);
// Il nous faut maintenant le rayon du cercle projeté à cette distance
// Tangente = Opposé/Adjaçent <=> Opposé = Adjaçent*Tangente
float radius = height*std::tan(NzDegreeToRadian(m_outerAngle));
NzVector3f lExtend = NzVector3f::Left()*radius;
NzVector3f uExtend = NzVector3f::Up()*radius;
// Et on ajoute ensuite les quatres extrêmités de la pyramide
cube.ExtendTo(base + lExtend + uExtend);
cube.ExtendTo(base + lExtend - uExtend);
cube.ExtendTo(base - lExtend + uExtend);
cube.ExtendTo(base - lExtend - uExtend);
m_boundingBox.Set(cube);
break;
}
}
}
switch (m_type)
{
case nzLightType_Directional:
break;
case nzLightType_Point:
if (!m_derivedUpdated)
UpdateDerived();
m_boundingBox.Update(NzMatrix4f::Translate(m_derivedPosition)); // Notre BoundingBox ne changera que selon la position
break;
case nzLightType_Spot:
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingBox.Update(m_transformMatrix);
break;
}
m_boundingBoxUpdated = true;
}
bool NzLight::VisibilityTest(const NzFrustumf& frustum)
{
switch (m_type)
{
case nzLightType_Directional:
return true; // Toujours visible
case nzLightType_Point:
if (!m_derivedUpdated)
UpdateDerived();
// Un test sphérique est bien plus rapide et précis que celui de la bounding box
return frustum.Contains(NzSpheref(m_derivedPosition, m_radius));
case nzLightType_Spot:
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return frustum.Contains(m_boundingBox);
}
NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')');
return false;
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_LOADERS_MESH_HPP
#define NAZARA_LOADERS_MESH_HPP
#include <Nazara/Prerequesites.hpp>
void NzLoaders_Mesh_Register();
void NzLoaders_Mesh_Unregister();
#endif // NAZARA_LOADERS_MESH_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
bool Check(NzInputStream& stream, const NzModelParameters& parameters)
{
NazaraUnused(stream);
NazaraUnused(parameters);
return true; ///FIXME: Pas bon
}
bool Load(NzModel* model, NzInputStream& stream, const NzModelParameters& parameters)
{
NazaraUnused(parameters);
std::unique_ptr<NzMesh> mesh(new NzMesh);
mesh->SetPersistent(false);
if (!mesh->LoadFromStream(stream))
{
NazaraError("Failed to load model mesh");
return false;
}
// Nous ne pouvons plus avoir recours au smart pointeur à partir d'ici si nous voulons être exception-safe
NzMesh* meshPtr = mesh.get();
model->Reset();
model->SetMesh(meshPtr);
mesh.release();
if (parameters.loadAnimation && meshPtr->IsAnimable())
{
NzString animationPath = meshPtr->GetAnimation();
if (!animationPath.IsEmpty())
{
std::unique_ptr<NzAnimation> animation(new NzAnimation);
animation->SetPersistent(false);
if (animation->LoadFromFile(animationPath, parameters.animation) && model->SetAnimation(animation.get()))
animation.release();
else
NazaraWarning("Failed to load animation");
}
}
if (parameters.loadMaterials)
{
unsigned int matCount = model->GetMaterialCount();
for (unsigned int i = 0; i < matCount; ++i)
{
NzString mat = meshPtr->GetMaterial(i);
if (!mat.IsEmpty())
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
if (material->LoadFromFile(mat, parameters.material))
{
model->SetMaterial(i, material.get());
material.release();
}
else
NazaraWarning("Failed to load material #" + NzString::Number(i));
}
}
}
return true;
}
}
void NzLoaders_Mesh_Register()
{
NzModelLoader::RegisterLoader(NzMeshLoader::IsExtensionSupported, Check, Load);
}
void NzLoaders_Mesh_Unregister()
{
NzModelLoader::UnregisterLoader(NzMeshLoader::IsExtensionSupported, Check, Load);
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_LOADERS_OBJ_HPP
#define NAZARA_LOADERS_OBJ_HPP
#include <Nazara/Prerequesites.hpp>
void NzLoaders_OBJ_Register();
void NzLoaders_OBJ_Unregister();
#endif // NAZARA_LOADERS_OBJ_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Loaders/OBJ/MTLParser.hpp>
#include <Nazara/Graphics/Loaders/OBJ/OBJParser.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <limits>
#include <memory>
#include <unordered_map>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
bool IsSupported(const NzString& extension)
{
return (extension == "obj");
}
bool Check(NzInputStream& stream, const NzModelParameters& parameters)
{
NazaraUnused(stream);
NazaraUnused(parameters);
return true; ///FIXME: Pas bon
}
bool Load(NzModel* model, NzInputStream& stream, const NzModelParameters& parameters)
{
NzOBJParser parser(stream);
if (!parser.Parse())
{
NazaraError("OBJ parser failed");
return false;
}
std::unique_ptr<NzMesh> mesh(new NzMesh);
mesh->SetPersistent(false);
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
{
NazaraInternalError("Failed to create mesh");
return false;
}
const NzString* materials = parser.GetMaterials();
const NzVector4f* positions = parser.GetPositions();
const NzVector3f* normals = parser.GetNormals();
const NzVector3f* texCoords = parser.GetTexCoords();
std::vector<unsigned int> faceIndices;
const NzOBJParser::Mesh* meshes = parser.GetMeshes();
unsigned int meshCount = parser.GetMeshCount();
for (unsigned int i = 0; i < meshCount; ++i)
{
unsigned int faceCount = meshes[i].faces.size();
std::vector<unsigned int> indices;
indices.reserve(faceCount*3); // Pire cas (si les faces sont des triangles)
// Bien plus rapide qu'un vector (pour la recherche)
std::unordered_map<int, std::unordered_map<int, std::unordered_map<int, unsigned int>>> vertices;
unsigned int vertexCount = 0;
for (unsigned int j = 0; j < faceCount; ++j)
{
unsigned int faceVertexCount = meshes[i].faces[j].vertices.size();
faceIndices.resize(faceVertexCount);
for (unsigned int k = 0; k < faceVertexCount; ++k)
{
const NzOBJParser::FaceVertex& vertex = meshes[i].faces[j].vertices[k];
auto& map = vertices[vertex.texCoord][vertex.normal];
auto it = map.find(vertex.position);
if (it == map.end())
{
faceIndices[k] = vertexCount;
map[vertex.position] = vertexCount++;
}
else
faceIndices[k] = it->second;
}
for (unsigned int k = 1; k < faceVertexCount-1; ++k)
{
indices.push_back(faceIndices[0]);
indices.push_back(faceIndices[k]);
indices.push_back(faceIndices[k+1]);
}
}
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(indices.size(), vertexCount > std::numeric_limits<nzUInt16>::max(), parameters.mesh.storage, nzBufferUsage_Static));
indexBuffer->SetPersistent(false);
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, parameters.mesh.storage, nzBufferUsage_Static));
vertexBuffer->SetPersistent(false);
// Remplissage des indices
NzIndexMapper indexMapper(indexBuffer.get(), nzBufferAccess_WriteOnly);
for (unsigned int j = 0; j < indices.size(); ++j)
indexMapper.Set(j, indices[j]);
indexMapper.Unmap();
// Remplissage des vertices
bool hasNormals = true;
bool hasTexCoords = true;
NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_WriteOnly);
NzMeshVertex* meshVertices = static_cast<NzMeshVertex*>(vertexMapper.GetPointer());
for (auto uvIt : vertices)
{
for (auto normalIt : uvIt.second)
{
for (auto positionIt : normalIt.second)
{
NzMeshVertex& vertex = meshVertices[positionIt.second];
const NzVector4f& vec = positions[positionIt.first];
vertex.position.Set(vec.x/vec.w, vec.y/vec.w, vec.z/vec.w);
int index;
index = normalIt.first; // Normale
if (index >= 0)
vertex.normal = normals[index];
else
hasNormals = false;
index = uvIt.first; // Coordonnées de texture
if (index >= 0)
{
const NzVector3f& uvw = texCoords[index];
vertex.uv.Set(uvw.x, uvw.y);
}
else
hasTexCoords = false;
}
}
}
vertexMapper.Unmap();
std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh.get()));
if (!subMesh->Create(vertexBuffer.get()))
{
NazaraError("Failed to create StaticMesh");
continue;
}
vertexBuffer.release();
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer.release();
subMesh->GenerateAABB();
subMesh->SetMaterialIndex(meshes[i].material);
subMesh->SetPrimitiveType(nzPrimitiveType_TriangleList);
if (hasNormals && hasTexCoords)
subMesh->GenerateTangents();
else if (hasTexCoords)
subMesh->GenerateNormalsAndTangents();
else
subMesh->GenerateNormals();
if (mesh->AddSubMesh(meshes[i].name + '_' + materials[meshes[i].material], subMesh.get()))
subMesh.release();
else
NazaraError("Failed to add SubMesh to Mesh");
}
mesh->SetMaterialCount(parser.GetMaterialCount());
model->SetMesh(mesh.get());
mesh.release();
// On charge les matériaux si demandé
NzString mtlLib = parser.GetMtlLib();
if (parameters.loadMaterials && !mtlLib.IsEmpty())
{
NzFile file(stream.GetDirectory() + mtlLib);
if (file.Open(NzFile::ReadOnly | NzFile::Text))
{
NzMTLParser materialParser(file);
if (materialParser.Parse())
{
NzString baseDir = file.GetDirectory();
for (unsigned int i = 0; i < meshCount; ++i)
{
const NzString& matName = materials[meshes[i].material];
const NzMTLParser::Material* mtlMat = materialParser.GetMaterial(matName);
if (mtlMat)
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
NzColor ambientColor(mtlMat->ambient);
ambientColor.a = mtlMat->alpha;
NzColor diffuseColor(mtlMat->diffuse);
diffuseColor.a = mtlMat->alpha;
NzColor specularColor(mtlMat->specular);
specularColor.a = mtlMat->alpha;
material->SetAmbientColor(ambientColor);
material->SetDiffuseColor(diffuseColor);
material->SetSpecularColor(specularColor);
material->SetShininess(mtlMat->shininess);
if (parameters.material.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
{
std::unique_ptr<NzTexture> diffuseMap(new NzTexture);
diffuseMap->SetPersistent(false);
if (diffuseMap->LoadFromFile(baseDir + mtlMat->diffuseMap))
{
material->SetDiffuseMap(diffuseMap.get());
diffuseMap.release();
}
else
NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
}
if (parameters.material.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
{
std::unique_ptr<NzTexture> specularMap(new NzTexture);
specularMap->SetPersistent(false);
if (specularMap->LoadFromFile(baseDir + mtlMat->specularMap))
{
material->SetSpecularMap(specularMap.get());
specularMap.release();
}
else
NazaraWarning("Failed to load specular map (" + mtlMat->diffuseMap + ')');
}
model->SetMaterial(meshes[i].material, material.get());
material.release();
}
else
NazaraWarning("MTL has no material \"" + matName + '"');
}
}
else
NazaraWarning("MTL parser failed");
}
else
NazaraWarning("Failed to open MTL file (" + file.GetPath() + ')');
}
return true;
}
}
void NzLoaders_OBJ_Register()
{
NzModelLoader::RegisterLoader(IsSupported, Check, Load);
}
void NzLoaders_OBJ_Unregister()
{
NzModelLoader::UnregisterLoader(IsSupported, Check, Load);
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/OBJ/MTLParser.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Utility/Config.hpp>
#include <cstdio>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
NzMTLParser::NzMTLParser(NzInputStream& stream) :
m_stream(stream),
m_streamFlags(stream.GetStreamOptions())
{
if ((m_streamFlags & nzStreamOption_Text) == 0)
m_stream.SetStreamOptions(m_streamFlags | nzStreamOption_Text);
}
NzMTLParser::~NzMTLParser()
{
if ((m_streamFlags & nzStreamOption_Text) == 0)
m_stream.SetStreamOptions(m_streamFlags);
}
const NzMTLParser::Material* NzMTLParser::GetMaterial(const NzString& materialName) const
{
auto it = m_materials.find(materialName);
if (it != m_materials.end())
return &it->second;
else
return nullptr;
}
bool NzMTLParser::Parse()
{
m_keepLastLine = false;
m_lineCount = 0;
m_materials.clear();
Material* currentMaterial = nullptr;
while (Advance(false))
{
NzString keyword = m_currentLine.GetWord(0).ToLower();
if (keyword == "ka")
{
float r, g, b;
if (std::sscanf(&m_currentLine[3], "%f %f %f", &r, &g, &b) == 3)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->ambient = NzColor(r*255.f, g*255.f, b*255.f);
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "kd")
{
float r, g, b;
if (std::sscanf(&m_currentLine[3], "%f %f %f", &r, &g, &b) == 3)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->diffuse = NzColor(r*255.f, g*255.f, b*255.f);
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "ks")
{
float r, g, b;
if (std::sscanf(&m_currentLine[3], "%f %f %f", &r, &g, &b) == 3)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->specular = NzColor(r*255.f, g*255.f, b*255.f);
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "ni")
{
float density;
if (std::sscanf(&m_currentLine[3], "%f", &density) == 1)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->refractionIndex = density;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "ns")
{
float coef;
if (std::sscanf(&m_currentLine[3], "%f", &coef) == 1)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->shininess = coef;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == 'd' || keyword == "tr")
{
float alpha;
if (std::sscanf(&m_currentLine[(keyword[0] == 'd') ? 2 : 3], "%f", &alpha) == 1)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->alpha = alpha;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "illum")
{
unsigned int model;
if (std::sscanf(&m_currentLine[6], "%u", &model) == 1)
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->illumModel = model;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_ka")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->ambientMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_kd")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->diffuseMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_ks")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->specularMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_bump" || keyword == "bump")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->bumpMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_d")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->alphaMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_decal" || keyword == "decal")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->decalMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_disp" || keyword == "disp")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->displacementMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "map_refl" || keyword == "refl")
{
NzString map = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!map.IsEmpty())
{
if (!currentMaterial)
currentMaterial = &m_materials["default"];
currentMaterial->reflectionMap = map;
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (keyword == "newmtl")
{
NzString materialName = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (!materialName.IsEmpty())
currentMaterial = &m_materials[materialName];
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
return true;
}
bool NzMTLParser::Advance(bool required)
{
if (!m_keepLastLine)
{
do
{
if (m_stream.EndOfStream())
{
if (required)
Error("Incomplete MTL file");
return false;
}
m_lineCount++;
m_currentLine = m_stream.ReadLine();
m_currentLine = m_currentLine.SubstrTo("#"); // On ignore les commentaires
m_currentLine.Simplify(); // Pour un traitement plus simple
}
while (m_currentLine.IsEmpty());
}
else
m_keepLastLine = false;
return true;
}
void NzMTLParser::Error(const NzString& message)
{
NazaraError(message + " at line #" + NzString::Number(m_lineCount));
}
void NzMTLParser::Warning(const NzString& message)
{
NazaraWarning(message + " at line #" + NzString::Number(m_lineCount));
}
void NzMTLParser::UnrecognizedLine(bool error)
{
NzString message = "Unrecognized \"" + m_currentLine + '"';
if (error)
Error(message);
else
Warning(message);
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_LOADERS_OBJ_MTLPARSER_HPP
#define NAZARA_LOADERS_OBJ_MTLPARSER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/InputStream.hpp>
#include <Nazara/Core/String.hpp>
#include <map>
class NzMTLParser
{
public:
struct Material
{
NzColor ambient = NzColor::White;
NzColor diffuse = NzColor::White;
NzColor specular = NzColor::White;
NzString alphaMap;
NzString ambientMap;
NzString bumpMap;
NzString decalMap;
NzString diffuseMap;
NzString displacementMap;
NzString reflectionMap;
NzString shininessMap;
NzString specularMap;
float alpha = 1.f;
float refractionIndex = 1.f;
float shininess = 1.f;
unsigned int illumModel = 0;
};
NzMTLParser(NzInputStream& stream$);
~NzMTLParser();
const Material* GetMaterial(const NzString& materialName) const;
bool Parse();
private:
bool Advance(bool required = true);
void Error(const NzString& message);
void Warning(const NzString& message);
void UnrecognizedLine(bool error = false);
std::map<NzString, Material> m_materials;
NzInputStream& m_stream;
NzString m_currentLine;
bool m_keepLastLine;
unsigned int m_lineCount;
unsigned int m_streamFlags;
};
#endif // NAZARA_LOADERS_OBJ_MTLPARSER_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/OBJ/OBJParser.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Utility/Config.hpp>
#include <cstdio>
#include <map>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
NzOBJParser::NzOBJParser(NzInputStream& stream) :
m_stream(stream),
m_streamFlags(stream.GetStreamOptions())
{
if ((m_streamFlags & nzStreamOption_Text) == 0)
m_stream.SetStreamOptions(m_streamFlags | nzStreamOption_Text);
}
NzOBJParser::~NzOBJParser()
{
if ((m_streamFlags & nzStreamOption_Text) == 0)
m_stream.SetStreamOptions(m_streamFlags);
}
const NzString* NzOBJParser::GetMaterials() const
{
return &m_materials[0];
}
unsigned int NzOBJParser::GetMaterialCount() const
{
return m_materials.size();
}
const NzOBJParser::Mesh* NzOBJParser::GetMeshes() const
{
return &m_meshes[0];
}
unsigned int NzOBJParser::GetMeshCount() const
{
return m_meshes.size();
}
const NzString& NzOBJParser::GetMtlLib() const
{
return m_mtlLib;
}
const NzVector3f* NzOBJParser::GetNormals() const
{
return &m_normals[0];
}
unsigned int NzOBJParser::GetNormalCount() const
{
return m_normals.size();
}
const NzVector4f* NzOBJParser::GetPositions() const
{
return &m_positions[0];
}
unsigned int NzOBJParser::GetPositionCount() const
{
return m_positions.size();
}
const NzVector3f* NzOBJParser::GetTexCoords() const
{
return &m_texCoords[0];
}
unsigned int NzOBJParser::GetTexCoordCount() const
{
return m_texCoords.size();
}
bool NzOBJParser::Parse()
{
NzString matName, meshName;
matName = meshName = "default";
m_keepLastLine = false;
m_lineCount = 0;
m_meshes.clear();
m_mtlLib.Clear();
m_normals.clear();
m_positions.clear();
m_texCoords.clear();
// Beaucoup de meshs font plus de 100 sommets, on prépare le terrain
m_normals.reserve(100);
m_positions.reserve(100);
m_texCoords.reserve(100);
std::map<NzString, std::map<NzString, std::vector<Face>>> meshes;
std::vector<Face>* currentMesh = &meshes[meshName][matName];
while (Advance(false))
{
switch (std::tolower(m_currentLine[0]))
{
case 'f': // Une face
{
if (m_currentLine.GetSize() < 7) // Le minimum syndical pour définir une face de trois sommets (f 1 2 3)
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
unsigned int vertexCount = m_currentLine.Count(' ');
if (vertexCount < 3)
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
Face face;
face.vertices.resize(vertexCount);
bool error = false;
unsigned int pos = 2;
for (unsigned int i = 0; i < vertexCount; ++i)
{
int offset;
int& n = face.vertices[i].normal;
int& p = face.vertices[i].position;
int& t = face.vertices[i].texCoord;
if (std::sscanf(&m_currentLine[pos], "%d/%d/%d%n", &p, &t, &n, &offset) != 3)
{
if (std::sscanf(&m_currentLine[pos], "%d//%d%n", &p, &n, &offset) != 2)
{
if (std::sscanf(&m_currentLine[pos], "%d/%d%n", &p, &t, &offset) != 2)
{
if (std::sscanf(&m_currentLine[pos], "%d%n", &p, &offset) != 1)
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
error = true;
break;
}
else
{
n = 0;
t = 0;
}
}
else
n = 0;
}
else
t = 0;
}
if (p < 0)
{
p += m_positions.size();
if (p < 0)
{
Error("Vertex index out of range (" + NzString::Number(p) + " < 0");
error = true;
break;
}
}
else
p--;
if (n < 0)
{
n += m_normals.size();
if (n < 0)
{
Error("Vertex index out of range (" + NzString::Number(n) + " < 0");
error = true;
break;
}
}
else
n--;
if (t < 0)
{
t += m_texCoords.size();
if (t < 0)
{
Error("Vertex index out of range (" + NzString::Number(t) + " < 0");
error = true;
break;
}
}
else
t--;
if (static_cast<unsigned int>(p) >= m_positions.size())
{
Error("Vertex index out of range (" + NzString::Number(p) + " >= " + NzString::Number(m_positions.size()) + ')');
error = true;
break;
}
else if (n >= 0 && static_cast<unsigned int>(n) >= m_normals.size())
{
Error("Normal index out of range (" + NzString::Number(n) + " >= " + NzString::Number(m_normals.size()) + ')');
error = true;
break;
}
else if (t >= 0 && static_cast<unsigned int>(t) >= m_texCoords.size())
{
Error("TexCoord index out of range (" + NzString::Number(t) + " >= " + NzString::Number(m_texCoords.size()) + ')');
error = true;
break;
}
pos += offset;
}
if (!error)
currentMesh->push_back(std::move(face));
break;
}
case 'm':
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
if (m_currentLine.GetWord(0).ToLower() != "mtllib")
UnrecognizedLine();
#endif
m_mtlLib = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
break;
case 'g':
case 'o':
{
if (m_currentLine[1] != ' ')
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
NzString objectName = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (objectName.IsEmpty())
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
meshName = objectName;
currentMesh = &meshes[meshName][matName];
break;
}
case 's':
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
if (m_currentLine[1] == ' ')
{
NzString param = m_currentLine.Substr(2);
if (param != "all" && param != "on" && param != "off" && !param.IsNumber())
UnrecognizedLine();
}
else
UnrecognizedLine();
#endif
break;
case 'u':
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
if (m_currentLine.GetWord(0) != "usemtl")
UnrecognizedLine();
#endif
matName = m_currentLine.Substr(m_currentLine.GetWordPosition(1));
if (matName.IsEmpty())
{
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
currentMesh = &meshes[meshName][matName];
break;
case 'v':
{
NzString word = m_currentLine.GetWord(0).ToLower();
if (word == 'v')
{
NzVector4f vertex(NzVector3f::Zero(), 1.f);
unsigned int paramCount = std::sscanf(&m_currentLine[2], "%f %f %f %f", &vertex.x, &vertex.y, &vertex.z, &vertex.w);
if (paramCount >= 3)
m_positions.push_back(vertex);
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (word == "vn")
{
NzVector3f normal(NzVector3f::Zero());
unsigned int paramCount = std::sscanf(&m_currentLine[3], "%f %f %f", &normal.x, &normal.y, &normal.z);
if (paramCount == 3)
m_normals.push_back(normal);
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
else if (word == "vt")
{
NzVector3f uvw(NzVector3f::Zero());
unsigned int paramCount = std::sscanf(&m_currentLine[3], "%f %f %f", &uvw.x, &uvw.y, &uvw.z);
if (paramCount >= 2)
m_texCoords.push_back(uvw);
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
}
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
else
UnrecognizedLine();
#endif
break;
}
default:
#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
UnrecognizedLine();
#endif
break;
}
}
std::map<NzString, unsigned int> materials;
unsigned int matCount = 0;
for (auto meshIt : meshes)
{
for (auto matIt : meshIt.second)
{
if (!matIt.second.empty())
{
Mesh mesh;
mesh.faces = std::move(matIt.second);
mesh.name = meshIt.first;
auto it = materials.find(matIt.first);
if (it == materials.end())
{
mesh.material = matCount;
materials[matIt.first] = matCount++;
}
else
mesh.material = it->second;
m_meshes.push_back(std::move(mesh));
}
}
}
if (m_meshes.empty())
{
NazaraError("No meshes");
return false;
}
m_materials.resize(matCount);
for (auto it : materials)
m_materials[it.second] = it.first;
return true;
}
bool NzOBJParser::Advance(bool required)
{
if (!m_keepLastLine)
{
do
{
if (m_stream.EndOfStream())
{
if (required)
Error("Incomplete OBJ file");
return false;
}
m_lineCount++;
m_currentLine = m_stream.ReadLine();
m_currentLine = m_currentLine.SubstrTo("#"); // On ignore les commentaires
m_currentLine.Simplify(); // Pour un traitement plus simple
}
while (m_currentLine.IsEmpty());
}
else
m_keepLastLine = false;
return true;
}
void NzOBJParser::Error(const NzString& message)
{
NazaraError(message + " at line #" + NzString::Number(m_lineCount));
}
void NzOBJParser::Warning(const NzString& message)
{
NazaraWarning(message + " at line #" + NzString::Number(m_lineCount));
}
void NzOBJParser::UnrecognizedLine(bool error)
{
NzString message = "Unrecognized \"" + m_currentLine + '"';
if (error)
Error(message);
else
Warning(message);
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_LOADERS_OBJ_OBJPARSER_HPP
#define NAZARA_LOADERS_OBJ_OBJPARSER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/InputStream.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <vector>
class NzOBJParser
{
public:
struct FaceVertex
{
int normal;
int position;
int texCoord;
};
struct Face
{
std::vector<FaceVertex> vertices;
};
struct Mesh
{
std::vector<Face> faces;
NzString name;
unsigned int material;
};
NzOBJParser(NzInputStream& stream$);
~NzOBJParser();
const NzString* GetMaterials() const;
unsigned int GetMaterialCount() const;
const Mesh* GetMeshes() const;
unsigned int GetMeshCount() const;
const NzString& GetMtlLib() const;
const NzVector3f* GetNormals() const;
unsigned int GetNormalCount() const;
const NzVector4f* GetPositions() const;
unsigned int GetPositionCount() const;
const NzVector3f* GetTexCoords() const;
unsigned int GetTexCoordCount() const;
bool Parse();
private:
bool Advance(bool required = true);
void Error(const NzString& message);
void Warning(const NzString& message);
void UnrecognizedLine(bool error = false);
std::vector<Mesh> m_meshes;
std::vector<NzString> m_materials;
std::vector<NzVector3f> m_normals;
std::vector<NzVector4f> m_positions;
std::vector<NzVector3f> m_texCoords;
NzInputStream& m_stream;
NzString m_currentLine;
NzString m_mtlLib;
bool m_keepLastLine;
unsigned int m_lineCount;
unsigned int m_streamFlags;
};
#endif // NAZARA_LOADERS_OBJ_OBJPARSER_HPP

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
#include <tuple>
#include <Nazara/Graphics/Debug.hpp>
bool NzModelParameters::IsValid() const
{
if (loadAnimation && !animation.IsValid())
return false;
if (loadMaterials && !material.IsValid())
return false;
return mesh.IsValid();
}
NzModel::NzModel() :
m_currentSequence(nullptr),
m_animationEnabled(true),
m_boundingBoxUpdated(true),
m_drawEnabled(true),
m_matCount(0),
m_skin(0),
m_skinCount(1)
{
}
NzModel::NzModel(const NzModel& model) :
NzSceneNode(model),
m_materials(model.m_materials),
m_boundingBox(model.m_boundingBox),
m_currentSequence(model.m_currentSequence),
m_animationEnabled(model.m_animationEnabled),
m_boundingBoxUpdated(model.m_boundingBoxUpdated),
m_drawEnabled(model.m_drawEnabled),
m_interpolation(model.m_interpolation),
m_currentFrame(model.m_currentFrame),
m_matCount(model.m_matCount),
m_nextFrame(model.m_nextFrame),
m_skin(model.m_skin),
m_skinCount(model.m_skinCount)
{
if (model.m_mesh)
{
// Nous n'avons une animation et des matériaux que si nous avons un mesh
m_animation = model.m_animation;
m_mesh = model.m_mesh;
m_materials = model.m_materials;
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = model.m_skeleton;
}
}
NzModel::~NzModel()
{
Reset();
}
void NzModel::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
unsigned int subMeshCount = m_mesh->GetSubMeshCount();
for (unsigned int i = 0; i < subMeshCount; ++i)
{
NzSubMesh* subMesh = m_mesh->GetSubMesh(i);
NzMaterial* material = m_materials[m_skin*m_matCount + subMesh->GetMaterialIndex()];
switch (subMesh->GetAnimationType())
{
case nzAnimationType_Skeletal:
{
NzSkeletalMesh* skeletalMesh = static_cast<NzSkeletalMesh*>(subMesh);
std::vector<NzRenderQueue::SkeletalData>& data = renderQueue.visibleSkeletalModels[material][skeletalMesh];
///TODO: Corriger cette abomination
data.resize(data.size()+1);
NzRenderQueue::SkeletalData& skeletalData = data.back();
skeletalData.skinnedVertices.resize(skeletalMesh->GetVertexCount());
skeletalData.transformMatrix = m_transformMatrix;
skeletalMesh->Skin(&skeletalData.skinnedVertices[0], &m_skeleton);
break;
}
case nzAnimationType_Static:
{
NzStaticMesh* staticMesh = static_cast<NzStaticMesh*>(subMesh);
std::vector<NzMatrix4f>& matrices = renderQueue.visibleStaticModels[material][staticMesh];
matrices.push_back(m_transformMatrix);
break;
}
}
}
}
void NzModel::AdvanceAnimation(float elapsedTime)
{
#if NAZARA_3D_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
m_interpolation += m_currentSequence->frameRate * elapsedTime;
while (m_interpolation > 1.f)
{
m_interpolation -= 1.f;
unsigned lastFrame = m_currentSequence->firstFrame + m_currentSequence->frameCount - 1;
if (m_nextFrame+1 > lastFrame)
{
if (m_animation->IsLoopPointInterpolationEnabled())
{
m_currentFrame = m_nextFrame;
m_nextFrame = m_currentSequence->firstFrame;
}
else
{
m_currentFrame = m_currentSequence->firstFrame;
m_nextFrame = m_currentFrame+1;
}
}
else
{
m_currentFrame = m_nextFrame;
m_nextFrame++;
}
}
m_animation->AnimateSkeleton(&m_skeleton, m_currentFrame, m_nextFrame, m_interpolation);
m_boundingBox.MakeNull();
m_boundingBoxUpdated = false;
}
void NzModel::EnableAnimation(bool animation)
{
m_animationEnabled = animation;
}
void NzModel::EnableDraw(bool draw)
{
m_drawEnabled = draw;
}
NzAnimation* NzModel::GetAnimation() const
{
return m_animation;
}
const NzBoundingBoxf& NzModel::GetBoundingBox() const
{
#if NAZARA_3D_SAFE
if (!m_mesh)
{
NazaraError("Model has no mesh");
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
#endif
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return m_boundingBox;
}
NzMaterial* NzModel::GetMaterial(unsigned int matIndex) const
{
#if NAZARA_3D_SAFE
if (matIndex >= m_matCount)
{
NazaraError("Material index out of range (" + NzString::Number(matIndex) + " >= " + NzString::Number(m_matCount));
return nullptr;
}
#endif
return m_materials[m_skin*m_matCount + matIndex];
}
NzMaterial* NzModel::GetMaterial(unsigned int skinIndex, unsigned int matIndex) const
{
#if NAZARA_3D_SAFE
if (skinIndex >= m_skinCount)
{
NazaraError("Skin index out of range (" + NzString::Number(skinIndex) + " >= " + NzString::Number(m_skinCount));
return nullptr;
}
if (matIndex >= m_matCount)
{
NazaraError("Material index out of range (" + NzString::Number(matIndex) + " >= " + NzString::Number(m_matCount));
return nullptr;
}
#endif
return m_materials[skinIndex*m_matCount + matIndex];
}
unsigned int NzModel::GetMaterialCount() const
{
return m_matCount;
}
NzMesh* NzModel::GetMesh() const
{
return m_mesh;
}
nzSceneNodeType NzModel::GetSceneNodeType() const
{
return nzSceneNodeType_Model;
}
NzSkeleton* NzModel::GetSkeleton()
{
return &m_skeleton;
}
const NzSkeleton* NzModel::GetSkeleton() const
{
return &m_skeleton;
}
unsigned int NzModel::GetSkin() const
{
return m_skin;
}
unsigned int NzModel::GetSkinCount() const
{
return m_skinCount;
}
bool NzModel::HasAnimation() const
{
return m_animation != nullptr;
}
bool NzModel::IsAnimationEnabled() const
{
return m_animationEnabled;
}
bool NzModel::IsDrawEnabled() const
{
return m_drawEnabled;
}
bool NzModel::LoadFromFile(const NzString& filePath, const NzModelParameters& params)
{
return NzModelLoader::LoadFromFile(this, filePath, params);
}
bool NzModel::LoadFromMemory(const void* data, std::size_t size, const NzModelParameters& params)
{
return NzModelLoader::LoadFromMemory(this, data, size, params);
}
bool NzModel::LoadFromStream(NzInputStream& stream, const NzModelParameters& params)
{
return NzModelLoader::LoadFromStream(this, stream, params);
}
void NzModel::Reset()
{
if (m_scene)
m_scene->UnregisterForUpdate(this);
m_matCount = 0;
m_skinCount = 0;
if (m_mesh)
{
m_animation.Reset();
m_mesh.Reset();
m_materials.clear();
m_skeleton.Destroy();
}
}
bool NzModel::SetAnimation(NzAnimation* animation)
{
#if NAZARA_3D_SAFE
if (!m_mesh)
{
NazaraError("Model has no animation");
return false;
}
if (animation)
{
if (!animation->IsValid())
{
NazaraError("Invalid animation");
return false;
}
if (animation->GetType() != m_mesh->GetAnimationType())
{
NazaraError("Animation type must match mesh animation type");
return false;
}
if (animation->GetType() == nzAnimationType_Skeletal && animation->GetJointCount() != m_mesh->GetJointCount())
{
NazaraError("Animation joint count must match mesh joint count");
return false;
}
}
#endif
m_animation = animation;
if (m_animation)
{
m_currentFrame = 0;
m_interpolation = 0.f;
SetSequence(0);
if (m_scene)
m_scene->RegisterForUpdate(this);
}
else if (m_scene)
m_scene->UnregisterForUpdate(this);
return true;
}
void NzModel::SetMaterial(unsigned int matIndex, NzMaterial* material)
{
#if NAZARA_3D_SAFE
if (matIndex >= m_matCount)
{
NazaraError("Material index out of range (" + NzString::Number(matIndex) + " >= " + NzString::Number(m_matCount));
return;
}
#endif
unsigned int index = m_skin*m_matCount + matIndex;
if (material)
m_materials[index] = material;
else
m_materials[index] = NzMaterial::GetDefault();
}
void NzModel::SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material)
{
#if NAZARA_3D_SAFE
if (skinIndex >= m_skinCount)
{
NazaraError("Skin index out of range (" + NzString::Number(skinIndex) + " >= " + NzString::Number(m_skinCount));
return;
}
if (matIndex >= m_matCount)
{
NazaraError("Material index out of range (" + NzString::Number(matIndex) + " >= " + NzString::Number(m_matCount));
return;
}
#endif
unsigned int index = skinIndex*m_matCount + matIndex;
if (material)
m_materials[index] = material;
else
m_materials[index] = NzMaterial::GetDefault();
}
void NzModel::SetMesh(NzMesh* mesh)
{
m_mesh = mesh;
if (m_mesh)
{
m_boundingBoxUpdated = false;
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = *mesh->GetSkeleton(); // Copie du squelette template
if (m_animation)
{
if (m_animation->GetJointCount() != m_mesh->GetJointCount())
{
NazaraWarning("Animation joint count is not matching new mesh joint count");
SetAnimation(nullptr);
}
}
m_matCount = mesh->GetMaterialCount();
m_materials.resize(m_matCount, NzMaterial::GetDefault());
m_skinCount = 1;
}
else
{
m_boundingBox.MakeNull();
m_boundingBoxUpdated = true;
m_matCount = 0;
m_skinCount = 0;
m_materials.clear();
SetAnimation(nullptr);
}
}
bool NzModel::SetSequence(const NzString& sequenceName)
{
///TODO: Rendre cette erreur "safe" avec le nouveau système de gestions d'erreur (No-log)
#if NAZARA_3D_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return false;
}
#endif
const NzSequence* currentSequence = m_animation->GetSequence(sequenceName);
if (!currentSequence)
{
NazaraError("Sequence not found");
return false;
}
m_currentSequence = currentSequence;
m_nextFrame = m_currentSequence->firstFrame;
return true;
}
void NzModel::SetSequence(unsigned int sequenceIndex)
{
#if NAZARA_3D_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
const NzSequence* currentSequence = m_animation->GetSequence(sequenceIndex);
#if NAZARA_3D_SAFE
if (!currentSequence)
{
NazaraError("Sequence not found");
return;
}
#endif
m_currentSequence = currentSequence;
m_nextFrame = m_currentSequence->firstFrame;
}
void NzModel::SetSkin(unsigned int skin)
{
#if NAZARA_3D_SAFE
if (skin >= m_skinCount)
{
NazaraError("Skin index out of range (" + NzString::Number(skin) + " >= " + NzString::Number(m_skinCount));
return;
}
#endif
m_skin = skin;
}
void NzModel::SetSkinCount(unsigned int skinCount)
{
#if NAZARA_3D_SAFE
if (skinCount == 0)
{
NazaraError("Skin count must be over 0");
return;
}
#endif
m_materials.resize(m_matCount*skinCount, NzMaterial::GetDefault());
m_skinCount = skinCount;
}
NzModel& NzModel::operator=(const NzModel& node)
{
NzSceneNode::operator=(node);
m_animation = node.m_animation;
m_animationEnabled = node.m_animationEnabled;
m_boundingBox = node.m_boundingBox;
m_boundingBoxUpdated = node.m_boundingBoxUpdated;
m_currentFrame = node.m_currentFrame;
m_currentSequence = node.m_currentSequence;
m_drawEnabled = node.m_drawEnabled;
m_interpolation = node.m_interpolation;
m_matCount = node.m_matCount;
m_materials = node.m_materials;
m_mesh = node.m_mesh;
m_nextFrame = node.m_nextFrame;
m_skin = node.m_skin;
m_skinCount = node.m_skinCount;
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = node.m_skeleton;
return *this;
}
NzModel& NzModel::operator=(NzModel&& node)
{
NzSceneNode::operator=(node);
m_animation = std::move(node.m_animation);
m_animationEnabled = node.m_animationEnabled;
m_boundingBox = node.m_boundingBox;
m_boundingBoxUpdated = node.m_boundingBoxUpdated;
m_currentFrame = node.m_currentFrame;
m_currentSequence = node.m_currentSequence;
m_drawEnabled = node.m_drawEnabled;
m_interpolation = node.m_interpolation;
m_matCount = node.m_matCount;
m_materials = std::move(node.m_materials);
m_mesh = std::move(node.m_mesh);
m_nextFrame = node.m_nextFrame;
m_skin = node.m_skin;
m_skinCount = node.m_skinCount;
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = std::move(node.m_skeleton);
return *this;
}
void NzModel::Invalidate()
{
NzSceneNode::Invalidate();
m_boundingBoxUpdated = false;
}
void NzModel::Register()
{
if (m_animation)
m_scene->RegisterForUpdate(this);
}
void NzModel::Unregister()
{
m_scene->UnregisterForUpdate(this);
}
void NzModel::Update()
{
if (m_animationEnabled && m_animation)
AdvanceAnimation(m_scene->GetUpdateTime());
}
void NzModel::UpdateBoundingBox() const
{
if (m_boundingBox.IsNull())
{
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_boundingBox.Set(m_skeleton.GetAABB());
else
m_boundingBox.Set(m_mesh->GetAABB());
}
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingBox.Update(m_transformMatrix);
m_boundingBoxUpdated = true;
}
bool NzModel::VisibilityTest(const NzFrustumf& frustum)
{
#if NAZARA_3D_SAFE
if (!m_mesh)
{
NazaraError("Model has no mesh");
return false;
}
#endif
if (!m_drawEnabled)
return false;
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return frustum.Contains(m_boundingBox);
}
NzModelLoader::LoaderList NzModel::s_loaders;

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
bool NzRenderQueue::MaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
const NzShader* shader1 = mat1->GetCustomShader();
const NzShader* shader2 = mat2->GetCustomShader();
if (shader1)
{
if (shader2)
return shader1 < shader2;
else
return true;
}
else if (shader2)
return false;
else
{
nzUInt32 shaderFlags1 = mat1->GetShaderFlags();
nzUInt32 shaderFlags2 = mat2->GetShaderFlags();
if (shaderFlags1 == shaderFlags2)
return mat1 < mat2;
else
return shaderFlags1 < shaderFlags2;
}
}
bool NzRenderQueue::SkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
{
const NzBuffer* buffer1;
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
if (iBuffer1)
buffer1 = iBuffer1->GetBuffer();
else
buffer1 = nullptr;
const NzBuffer* buffer2;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
if (iBuffer2)
buffer2 = iBuffer1->GetBuffer();
else
buffer2 = nullptr;
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer2 < buffer2;
}
bool NzRenderQueue::StaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
{
const NzBuffer* buffer1;
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
if (iBuffer1)
buffer1 = iBuffer1->GetBuffer();
else
buffer1 = nullptr;
const NzBuffer* buffer2;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
if (iBuffer2)
buffer2 = iBuffer1->GetBuffer();
else
buffer2 = nullptr;
if (iBuffer1 == iBuffer2)
{
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer1 < buffer2;
}
else
return iBuffer1 < iBuffer2;
}
void NzRenderQueue::Clear()
{
directionnalLights.clear();
otherDrawables.clear();
visibleLights.clear();
visibleSkeletalModels.clear();
visibleStaticModels.clear();
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/SceneRoot.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderBuilder.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <functional>
#include <memory>
#include <set>
#include <vector>
#include <Nazara/3D/Debug.hpp>
namespace
{
const unsigned int maxLights = 8; ///TODO: Config
struct LightComparator
{
bool operator()(const NzLight* light1, const NzLight* light2)
{
return light1->GetPosition().SquaredDistance(pos) < light2->GetPosition().SquaredDistance(pos);
}
NzVector3f pos;
};
}
struct NzSceneImpl
{
NzSceneImpl(NzScene* scene) :
root(scene)
{
}
std::unique_ptr<NzBackground> background;
std::vector<NzUpdatable*> updateList;
std::vector<NzUpdatable*> visibleUpdateList;
std::vector<NzRenderer::InstancingData> instancingData;
NzClock updateClock;
NzColor ambientColor = NzColor(25,25,25);
NzRenderQueue renderQueue;
NzSceneRoot root;
const NzCamera* activeCamera;
NzVertexBuffer* skinningBuffer;
bool update;
float frameTime;
float updateTime;
unsigned int updatePerSecond = 60;
};
NzScene::NzScene()
{
m_impl = new NzSceneImpl(this);
m_impl->background.reset(new NzColorBackground);
m_impl->skinningBuffer = new NzVertexBuffer(NzMesh::GetDeclaration(), 20000, nzBufferStorage_Hardware, nzBufferUsage_Dynamic);
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
m_impl->instancingData.resize(NAZARA_RENDERER_INSTANCING_MAX);
}
NzScene::~NzScene()
{
for (NzNode* child : m_impl->root.GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
static_cast<NzSceneNode*>(child)->SetScene(nullptr);
}
delete m_impl->skinningBuffer;
delete m_impl;
}
void NzScene::AddToVisibilityList(NzUpdatable* object)
{
m_impl->visibleUpdateList.push_back(object);
}
void NzScene::Cull()
{
m_impl->renderQueue.Clear();
m_impl->visibleUpdateList.clear();
// Frustum culling
RecursiveFrustumCull(m_impl->renderQueue, m_impl->activeCamera->GetFrustum(), &m_impl->root);
///TODO: Occlusion culling
///TODO: Light culling
}
void NzScene::Draw()
{
NzRenderer::Clear(nzRendererClear_Depth);
if (m_impl->background)
m_impl->background->Draw();
LightComparator lightComparator;
// Pour les meshs squelettiques, on utilise un buffer commun
NzRenderer::SetVertexBuffer(m_impl->skinningBuffer);
for (auto matIt : m_impl->renderQueue.visibleSkeletalModels)
{
// On applique le shader du matériau
nzUInt32 shaderFlags = matIt.first->GetShaderFlags();
const NzShader* shader = NzShaderBuilder::Get(shaderFlags);
NzRenderer::SetShader(shader);
matIt.first->Apply(shader);
// Position de la caméra
int camPosLocation = shader->GetUniformLocation("CameraPosition");
if (camPosLocation != -1)
shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
// Couleur ambiante de la scène
int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
if (sceneAmbientLocation != -1)
shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
// Gestion des lumières (D'abord directionnelles)
int lightCountLocation = shader->GetUniformLocation("LightCount");
unsigned int lightIndex = 0;
if (lightCountLocation != -1)
{
for (const NzLight* light : m_impl->renderQueue.directionnalLights)
{
light->Apply(shader, lightIndex++);
if (lightIndex > maxLights)
break; // N'arrivera jamais mais pourrait résulter en un bug
}
}
for (auto subMeshIt : matIt.second)
{
const NzSkeletalMesh* skeletalMesh = subMeshIt.first;
const NzIndexBuffer* indexBuffer = skeletalMesh->GetIndexBuffer();
unsigned int vertexCount = skeletalMesh->GetVertexCount();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveType, unsigned int, unsigned int)> drawFunc;
nzPrimitiveType primitiveType = skeletalMesh->GetPrimitiveType();
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
NzRenderer::SetIndexBuffer(indexBuffer);
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = skeletalMesh->GetVertexCount();
}
for (const NzRenderQueue::SkeletalData& data : subMeshIt.second)
{
// Transfert du résultat du skinning vers notre buffer hardware
NzBufferMapper<NzVertexBuffer> outputMapper(m_impl->skinningBuffer, nzBufferAccess_DiscardAndWrite, 0, vertexCount);
std::memcpy(outputMapper.GetPointer(), &data.skinnedVertices[0], vertexCount*sizeof(NzMeshVertex));
outputMapper.Unmap();
// Calcul des lumières les plus proches (TODO: LightManager ?)
if (lightCountLocation != -1)
{
auto visibleLights = m_impl->renderQueue.visibleLights;
lightComparator.pos = data.transformMatrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
const unsigned int maxLightPerObject = 3; ///TODO: Config
unsigned int max = std::min(std::min(maxLights - lightIndex, maxLightPerObject), static_cast<unsigned int>(visibleLights.size()));
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightIndex + i);
shader->SendInteger(lightCountLocation, lightIndex + max);
}
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
drawFunc(primitiveType, 0, indexCount);
}
}
}
// Pour les meshs statiques, on utilise le buffer du mesh
for (auto matIt : m_impl->renderQueue.visibleStaticModels)
{
// On applique le shader du matériau
nzUInt32 shaderFlags = matIt.first->GetShaderFlags();
if (NzRenderer::HasCapability(nzRendererCap_Instancing) && m_impl->renderQueue.visibleLights.empty())
shaderFlags |= nzShaderFlags_Instancing;
const NzShader* shader = NzShaderBuilder::Get(shaderFlags);
NzRenderer::SetShader(shader);
matIt.first->Apply(shader);
bool instancing = shader->GetFlags() & nzShaderFlags_Instancing;
// Position de la caméra
int camPosLocation = shader->GetUniformLocation("CameraPosition");
if (camPosLocation != -1)
shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
// Couleur ambiante de la scène
int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
if (sceneAmbientLocation != -1)
shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
// Gestion des lumières (D'abord directionnelles)
int lightCountLocation = shader->GetUniformLocation("LightCount");
unsigned int lightIndex = 0;
if (lightCountLocation != -1)
{
for (const NzLight* light : m_impl->renderQueue.directionnalLights)
{
light->Apply(shader, lightIndex++);
if (lightIndex > maxLights)
break; // N'arrivera probablement jamais mais pourrait résulter en un bug
}
}
for (auto subMeshIt : matIt.second)
{
NzStaticMesh* staticMesh = subMeshIt.first;
const NzIndexBuffer* indexBuffer = staticMesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = staticMesh->GetVertexBuffer();
NzRenderer::SetVertexBuffer(vertexBuffer);
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveType, unsigned int, unsigned int)> draw;
std::function<void(unsigned int, nzPrimitiveType, unsigned int, unsigned int)> instancedDraw;
nzPrimitiveType primitiveType = staticMesh->GetPrimitiveType();
unsigned int indexCount;
if (indexBuffer)
{
draw = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
instancedDraw = NzRenderer::DrawIndexedPrimitivesInstanced;
NzRenderer::SetIndexBuffer(indexBuffer);
}
else
{
draw = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
instancedDraw = NzRenderer::DrawPrimitivesInstanced;
}
if (instancing)
{
if (lightCountLocation != -1)
shader->SendInteger(lightCountLocation, lightIndex);
unsigned int count = 0;
for (const NzMatrix4f& matrix : subMeshIt.second)
{
m_impl->instancingData[count++].worldMatrix = matrix;
if (count == m_impl->instancingData.size())
{
NzRenderer::SetInstancingData(&m_impl->instancingData[0], count);
instancedDraw(count, primitiveType, 0, indexCount);
count = 0;
}
}
if (count > 0)
{
NzRenderer::SetInstancingData(&m_impl->instancingData[0], count);
instancedDraw(count, primitiveType, 0, indexCount);
}
}
else
{
for (const NzMatrix4f& matrix : subMeshIt.second)
{
// Calcul des lumières les plus proches (TODO: LightManager ?)
if (lightCountLocation != -1)
{
std::vector<const NzLight*>& visibleLights = m_impl->renderQueue.visibleLights;
lightComparator.pos = matrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
const unsigned int maxLightPerObject = 3; ///TODO: Config
unsigned int max = std::min(std::min(maxLights - lightIndex, maxLightPerObject), visibleLights.size());
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightIndex + i);
shader->SendInteger(lightCountLocation, lightIndex + max);
}
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
draw(primitiveType, 0, indexCount);
}
}
}
}
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_impl->renderQueue.otherDrawables)
drawable->Draw();
}
const NzCamera* NzScene::GetActiveCamera() const
{
return m_impl->activeCamera;
}
NzBackground* NzScene::GetBackground() const
{
return m_impl->background.get();
}
NzSceneNode& NzScene::GetRoot() const
{
return m_impl->root;
}
float NzScene::GetUpdateTime() const
{
return m_impl->updateTime;
}
unsigned int NzScene::GetUpdatePerSecond() const
{
return m_impl->updatePerSecond;
}
void NzScene::RegisterForUpdate(NzUpdatable* object)
{
#if NAZARA_3D_SAFE
if (!object)
{
NazaraError("Invalid object");
return;
}
#endif
m_impl->updateList.push_back(object);
}
void NzScene::SetAmbientColor(const NzColor& color)
{
m_impl->ambientColor = color;
}
void NzScene::SetBackground(NzBackground* background)
{
m_impl->background.reset(background);
}
void NzScene::SetUpdatePerSecond(unsigned int updatePerSecond)
{
m_impl->updatePerSecond = updatePerSecond;
}
void NzScene::UnregisterForUpdate(NzUpdatable* object)
{
#if NAZARA_3D_SAFE
if (!object)
{
NazaraError("Invalid object");
return;
}
#endif
auto it = std::find(m_impl->updateList.begin(), m_impl->updateList.end(), object);
if (it != m_impl->updateList.end())
m_impl->updateList.erase(it);
}
void NzScene::Update()
{
m_impl->update = (m_impl->updatePerSecond == 0 || m_impl->updateClock.GetMilliseconds() > 1000/m_impl->updatePerSecond);
if (m_impl->update)
{
m_impl->updateTime = m_impl->updateClock.GetSeconds();
m_impl->updateClock.Restart();
for (NzUpdatable* updatable : m_impl->updateList)
///TODO: Multihreading
updatable->Update();
}
}
void NzScene::UpdateVisible()
{
if (m_impl->update)
{
for (NzUpdatable* node : m_impl->visibleUpdateList)
node->Update();
}
}
NzScene::operator const NzSceneNode&() const
{
return m_impl->root;
}
void NzScene::RecursiveFrustumCull(NzRenderQueue& renderQueue, const NzFrustumf& frustum, NzNode* node)
{
for (NzNode* child : node->GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
{
NzSceneNode* sceneNode = static_cast<NzSceneNode*>(child);
///TODO: Empêcher le rendu des enfants si le parent est cullé selon un flag
sceneNode->UpdateVisibility(frustum);
if (sceneNode->IsVisible())
sceneNode->AddToRenderQueue(renderQueue);
}
if (child->HasChilds())
RecursiveFrustumCull(renderQueue, frustum, child);
}
}
void NzScene::SetActiveCamera(const NzCamera* camera)
{
m_impl->activeCamera = camera;
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzSceneNode::NzSceneNode() :
m_scene(nullptr),
m_visible(false)
{
}
NzSceneNode::NzSceneNode(const NzSceneNode& node) :
NzNode(node),
m_scene(node.m_scene),
m_visible(false)
{
}
NzSceneNode::~NzSceneNode() = default;
nzNodeType NzSceneNode::GetNodeType() const
{
return nzNodeType_Scene;
}
NzScene* NzSceneNode::GetScene() const
{
return m_scene;
}
bool NzSceneNode::IsVisible() const
{
return m_visible;
}
void NzSceneNode::OnParenting(const NzNode* parent)
{
if (parent)
{
if (parent->GetNodeType() == nzNodeType_Scene)
SetScene(static_cast<const NzSceneNode*>(parent)->m_scene);
}
else
SetScene(nullptr);
}
void NzSceneNode::OnVisibilityChange(bool visibility)
{
NazaraUnused(visibility);
///TODO: Envoyer l'évènements aux listeners
}
void NzSceneNode::RecursiveSetScene(NzScene* scene, NzNode* node)
{
for (NzNode* child : node->GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
{
NzSceneNode* sceneNode = static_cast<NzSceneNode*>(child);
sceneNode->SetScene(scene);
}
if (node->HasChilds())
RecursiveSetScene(scene, node);
}
}
void NzSceneNode::Register()
{
}
void NzSceneNode::SetScene(NzScene* scene)
{
if (m_scene != scene)
{
if (m_scene)
Unregister();
m_scene = scene;
if (m_scene)
Register();
RecursiveSetScene(scene, this);
}
}
void NzSceneNode::Unregister()
{
}
void NzSceneNode::Update()
{
}
void NzSceneNode::UpdateVisibility(const NzFrustumf& frustum)
{
bool wasVisible = m_visible;
m_visible = VisibilityTest(frustum);
if (m_visible != wasVisible)
OnVisibilityChange(m_visible);
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/SceneRoot.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzSceneRoot::NzSceneRoot(NzScene* scene)
{
m_scene = scene;
}
NzSceneRoot::~NzSceneRoot() = default;
void NzSceneRoot::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
NazaraUnused(renderQueue);
NazaraInternalError("SceneNode::AddToRenderQueue() called on SceneRoot");
}
const NzBoundingBoxf& NzSceneRoot::GetBoundingBox() const
{
static NzBoundingBoxf infinite(nzExtend_Infinite);
return infinite;
}
nzSceneNodeType NzSceneRoot::GetSceneNodeType() const
{
return nzSceneNodeType_Root;
}
void NzSceneRoot::Register()
{
NazaraInternalError("SceneNode::Register() called on SceneRoot");
}
void NzSceneRoot::Unregister()
{
NazaraInternalError("SceneNode::Unregister() called on SceneRoot");
}
bool NzSceneRoot::VisibilityTest(const NzFrustumf& frustum)
{
NazaraUnused(frustum);
return true; // Toujours visible
}

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/TextureBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzTextureBackground::NzTextureBackground(NzTexture* texture) :
m_texture(texture)
{
}
void NzTextureBackground::Draw() const
{
const NzRenderTarget* target = NzRenderer::GetTarget();
NzRectui viewport = NzRenderer::GetViewport();
// Sous forme de flottants pour la division flottante
float width = target->GetWidth();
float height = target->GetHeight();
NzVector2f uv0(viewport.x/width, viewport.y/height);
NzVector2f uv1((viewport.x+viewport.width)/width, (viewport.y+viewport.height)/height);
NzRenderer::SetTexture(0, m_texture);
NzRenderer::DrawTexture(0, NzRectf(0.f, 0.f, width, height), uv0, uv1, 1.f);
}
nzBackgroundType NzTextureBackground::GetBackgroundType() const
{
return nzBackgroundType_Texture;
}
NzTexture* NzTextureBackground::GetTexture() const
{
return m_texture;
}
void NzTextureBackground::SetTexture(NzTexture* texture)
{
m_texture = texture;
}