Big 3D update (WIP)
Former-commit-id: 9f55dae0521bded91640a7ea2d223a49a378c97c
This commit is contained in:
parent
a20818d66b
commit
ab1fc99fcd
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@ -1,4 +1,4 @@
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// This file was automatically generated by Nazara
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// This file was automatically generated on 20 Feb 2013 at 17:02:32
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/*
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Nazara Engine - 3D module
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@ -30,9 +30,13 @@
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#define NAZARA_GLOBAL_3D_HPP
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#include <Nazara/3D/3D.hpp>
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#include <Nazara/3D/Camera.hpp>
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#include <Nazara/3D/Config.hpp>
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#include <Nazara/3D/Enums.hpp>
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#include <Nazara/3D/Light.hpp>
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#include <Nazara/3D/Model.hpp>
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#include <Nazara/3D/Scene.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/3D/SceneRoot.hpp>
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#endif // NAZARA_GLOBAL_3D_HPP
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@ -0,0 +1,73 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_CAMERA_HPP
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#define NAZARA_CAMERA_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Math/Vector3.hpp>
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class NzRenderTarget;
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class NAZARA_API NzCamera : public NzSceneNode
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{
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public:
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NzCamera();
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~NzCamera();
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void Activate() const;
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void EnsureFrustumUpdate() const;
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void EnsureProjectionMatrixUpdate() const;
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void EnsureViewMatrixUpdate() const;
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float GetAspectRatio() const;
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const NzBoundingBoxf& GetBoundingBox() const override;
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float GetFOV() const;
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const NzFrustumf& GetFrustum() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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nzSceneNodeType GetSceneNodeType() const override;
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const NzVector3f& GetUpVector() const;
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const NzMatrix4f& GetViewMatrix() const;
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const NzRectf& GetViewport() const;
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float GetZFar() const;
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float GetZNear() const;
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void SetFOV(float fov);
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void SetUpVector(const NzVector3f& upVector);
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void SetViewport(const NzRectf& viewport);
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void SetZFar(float zFar);
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void SetZNear(float zNear);
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private:
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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void Invalidate();
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bool IsVisible(const NzFrustumf& frustum) const override;
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void Register();
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void Unregister();
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void UpdateFrustum() const;
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void UpdateProjectionMatrix() const;
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void UpdateViewMatrix() const;
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mutable NzFrustumf m_frustum;
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mutable NzMatrix4f m_projectionMatrix;
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mutable NzMatrix4f m_viewMatrix;
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NzRectf m_viewport;
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NzVector3f m_upVector;
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mutable bool m_frustumUpdated;
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mutable bool m_projectionMatrixUpdated;
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mutable bool m_viewMatrixUpdated;
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mutable float m_aspectRatio;
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float m_fov;
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float m_zFar;
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float m_zNear;
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};
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#endif // NAZARA_CAMERA_HPP
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@ -18,10 +18,13 @@ enum nzLightType
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enum nzSceneNodeType
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{
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nzSceneNodeType_Camera,
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nzSceneNodeType_Light,
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nzSceneNodeType_Model,
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nzSceneNodeType_Root,
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nzSceneNodeType_User,
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nzSceneNodeType_Max = nzSceneNodeType_Model
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nzSceneNodeType_Max = nzSceneNodeType_User
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};
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#endif // NAZARA_ENUMS_3D_HPP
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@ -12,6 +12,8 @@
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Core/Color.hpp>
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class NzShader;
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class NAZARA_API NzLight : public NzSceneNode
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{
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public:
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@ -19,9 +21,11 @@ class NAZARA_API NzLight : public NzSceneNode
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NzLight(const NzLight& light);
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~NzLight();
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void Apply(unsigned int unit) const;
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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const NzAxisAlignedBox& GetAABB() const;
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void Apply(const NzShader* shader, unsigned int lightUnit) const;
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const NzBoundingBoxf& GetBoundingBox() const;
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NzColor GetAmbientColor() const;
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float GetAttenuation() const;
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NzColor GetDiffuseColor() const;
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@ -32,6 +36,8 @@ class NAZARA_API NzLight : public NzSceneNode
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nzSceneNodeType GetSceneNodeType() const;
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NzColor GetSpecularColor() const;
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bool IsVisible(const NzFrustumf& frustum) const;
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void SetAmbientColor(const NzColor& ambient);
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void SetAttenuation(float attenuation);
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void SetDiffuseColor(const NzColor& diffuse);
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@ -43,10 +49,16 @@ class NAZARA_API NzLight : public NzSceneNode
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NzLight& operator=(const NzLight& light);
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private:
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void Register();
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void Unregister();
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void UpdateFrustum();
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nzLightType m_type;
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NzBoundingBoxf m_boundingBox;
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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bool m_boundingBoxUpdated;
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float m_attenuation;
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float m_innerAngle;
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float m_outerAngle;
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@ -9,6 +9,7 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Core/Updatable.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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@ -21,18 +22,27 @@ struct NzModelParameters
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NzMaterialParams materialParams;
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};
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class NAZARA_API NzModel : public NzSceneNode
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class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
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{
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friend class NzScene;
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public:
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NzModel();
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NzModel(const NzModel& model);
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~NzModel();
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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void AdvanceAnimation(float elapsedTime);
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void EnableAnimation(bool animation);
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void EnableDraw(bool draw);
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NzAnimation* GetAnimation() const;
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const NzAxisAlignedBox& GetAABB() const;
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const NzBoundingBoxf& GetBoundingBox() const;
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NzMaterial* GetMaterial(unsigned int matIndex) const;
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NzMaterial* GetMaterial(unsigned int skinIndex, unsigned int matIndex) const;
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unsigned int GetMaterialCount() const;
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unsigned int GetSkin() const;
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unsigned int GetSkinCount() const;
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NzMesh* GetMesh() const;
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nzSceneNodeType GetSceneNodeType() const override;
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@ -41,6 +51,10 @@ class NAZARA_API NzModel : public NzSceneNode
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bool HasAnimation() const;
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bool IsAnimationEnabled() const;
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bool IsDrawEnabled() const;
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bool IsVisible(const NzFrustumf& frustum) const override;
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bool LoadFromFile(const NzString& meshPath, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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bool LoadFromStream(NzInputStream& stream, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters());
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@ -51,22 +65,32 @@ class NAZARA_API NzModel : public NzSceneNode
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void SetMaterial(unsigned int matIndex, NzMaterial* material);
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void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material);
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void SetMesh(NzMesh* mesh, const NzModelParameters& parameters = NzModelParameters());
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void SetSkin(unsigned int skin);
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void SetSkinCount(unsigned int skinCount);
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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void Update(float elapsedTime);
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private:
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void Invalidate() override;
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void Register() override;
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void Unregister() override;
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void Update() override;
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void UpdateBoundingBox() const;
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std::vector<NzMaterial*> m_materials;
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mutable NzBoundingBoxf m_boundingBox;
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NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques
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NzAnimation* m_animation;
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NzMesh* m_mesh;
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const NzSequence* m_currentSequence;
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bool m_animationEnabled;
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mutable bool m_boundingBoxUpdated;
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bool m_drawEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_matCount;
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unsigned int m_nextFrame;
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unsigned int m_skin;
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unsigned int m_skinCount;
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};
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@ -0,0 +1,62 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERQUEUE_HPP
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#define NAZARA_RENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <map>
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#include <vector>
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class NzDrawable;
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class NzLight;
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class NzMaterial;
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class NzModel;
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class NzSkeletalMesh;
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class NzStaticMesh;
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class NAZARA_API NzRenderQueue
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{
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public:
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struct MaterialComparator
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{
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bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
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};
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struct SkeletalMeshComparator
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{
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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};
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struct StaticMeshComparator
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{
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bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2);
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};
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NzRenderQueue() = default;
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~NzRenderQueue() = default;
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void Clear();
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struct SkeletalData
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{
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NzMatrix4f transformMatrix;
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///TODO: Déplacer vers un container séparé qui ne serait pas sujer à Clear();
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std::vector<NzMeshVertex> skinnedVertices;
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};
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typedef std::map<NzSkeletalMesh*, std::vector<SkeletalData>, SkeletalMeshComparator> SkeletalMeshContainer;
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typedef std::map<NzStaticMesh*, std::vector<NzMatrix4f>, StaticMeshComparator> StaticMeshContainer;
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std::map<NzMaterial*, SkeletalMeshContainer, MaterialComparator> visibleSkeletalModels;
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std::map<NzMaterial*, StaticMeshContainer, MaterialComparator> visibleStaticModels;
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std::vector<const NzDrawable*> otherDrawables;
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std::vector<const NzLight*> directionnalLights;
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std::vector<const NzLight*> visibleLights;
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};
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#endif // NAZARA_RENDERQUEUE_HPP
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@ -0,0 +1,53 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SCENE_HPP
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#define NAZARA_SCENE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Core/Updatable.hpp>
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class NzCamera;
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class NzLight;
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class NzModel;
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class NzSceneNode;
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struct NzSceneImpl;
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class NAZARA_API NzScene
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{
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friend NzCamera;
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public:
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NzScene();
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~NzScene();
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void Cull();
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void Draw();
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NzSceneNode& GetRoot() const;
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float GetUpdateTime() const;
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unsigned int GetUpdatePerSecond() const;
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void RegisterForUpdate(NzUpdatable* node);
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void SetAmbientColor(const NzColor& color);
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void SetUpdatePerSecond(unsigned int updatePerSecond);
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void UnregisterForUpdate(NzUpdatable* node);
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void Update();
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void UpdateVisible();
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operator const NzSceneNode&() const;
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private:
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void SetActiveCamera(const NzCamera* camera);
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NzSceneImpl* m_impl;
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};
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#endif // NAZARA_SCENE_HPP
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@ -9,16 +9,39 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/Enums.hpp>
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#include <Nazara/Utility/AxisAlignedBox.hpp>
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#include <Nazara/3D/RenderQueue.hpp>
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#include <Nazara/3D/Scene.hpp>
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#include <Nazara/Math/BoundingBox.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Utility/Node.hpp>
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class NzSceneNode : public NzNode
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class NAZARA_API NzSceneNode : public NzNode
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{
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friend class NzScene;
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public:
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NzSceneNode();
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NzSceneNode(const NzSceneNode& node);
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virtual ~NzSceneNode();
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virtual const NzAxisAlignedBox& GetAABB() const = 0;
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virtual void AddToRenderQueue(NzRenderQueue& renderQueue) const = 0;
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virtual const NzBoundingBoxf& GetBoundingBox() const = 0;
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nzNodeType GetNodeType() const final;
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NzScene* GetScene() const;
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virtual nzSceneNodeType GetSceneNodeType() const = 0;
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virtual bool IsVisible(const NzFrustumf& frustum) const = 0;
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protected:
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virtual void OnParenting(const NzNode* parent) override;
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virtual void Register();
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void SetScene(NzScene* scene);
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virtual bool ShouldUpdateWhenVisible();
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virtual void Unregister();
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virtual void Update();
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NzScene* m_scene;
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};
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#endif // NAZARA_SCENENODE_HPP
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SCENEROOT_HPP
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#define NAZARA_SCENEROOT_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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struct NzSceneImpl;
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class NAZARA_API NzSceneRoot : public NzSceneNode
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{
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friend struct NzSceneImpl;
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public:
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void AddToRenderQueue(NzRenderQueue& renderQueue) const override;
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const NzBoundingBoxf& GetBoundingBox() const override;
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nzSceneNodeType GetSceneNodeType() const override;
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bool IsVisible(const NzFrustumf& frustum) const override;
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private:
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NzSceneRoot(NzScene* scene);
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virtual ~NzSceneRoot();
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void Register();
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void Unregister();
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};
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#endif // NAZARA_SCENEROOT_HPP
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/3D/3D.hpp>
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#include <Nazara/2D/2D.hpp>
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#include <Nazara/3D/Config.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/Log.hpp>
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@ -15,9 +16,9 @@ bool Nz3D::Initialize()
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return true; // Déjà initialisé
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// Initialisation des dépendances
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if (!NzRenderer::Initialize())
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if (!Nz2D::Initialize())
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{
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NazaraError("Failed to initialize renderer module");
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NazaraError("Failed to initialize 2D module");
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Uninitialize();
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return false;
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@ -52,7 +53,7 @@ void Nz3D::Uninitialize()
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NazaraNotice("Uninitialized: 3D module");
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// Libération des dépendances
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NzRenderer::Uninitialize();
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Nz2D::Uninitialize();
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}
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unsigned int Nz3D::s_moduleReferenceCounter = 0;
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@ -0,0 +1,243 @@
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// Copyright (C) 2012 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - 3D Module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/3D/Camera.hpp>
|
||||
#include <Nazara/3D/Scene.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/RenderTarget.hpp>
|
||||
#include <Nazara/3D/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
|
||||
{
|
||||
NzRenderTarget* renderTarget = NzRenderer::GetTarget();
|
||||
|
||||
#ifdef NAZARA_3D_SAFE
|
||||
if (!renderTarget)
|
||||
{
|
||||
NazaraError("No render target !");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
unsigned int width = renderTarget->GetWidth();
|
||||
unsigned int height = std::max(renderTarget->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 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::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;
|
||||
}
|
||||
|
||||
bool NzCamera::IsVisible(const NzFrustumf& frustum) const
|
||||
{
|
||||
NazaraUnused(frustum);
|
||||
//NazaraInternalError("SceneNode::IsVisible() called on Camera");
|
||||
return 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;
|
||||
}
|
||||
|
|
@ -17,6 +17,7 @@ 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),
|
||||
|
|
@ -24,14 +25,32 @@ m_radius(500.f)
|
|||
{
|
||||
}
|
||||
|
||||
NzLight::NzLight(const NzLight& light)
|
||||
NzLight::NzLight(const NzLight& light) :
|
||||
NzSceneNode(light)
|
||||
{
|
||||
std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
|
||||
}
|
||||
|
||||
NzLight::~NzLight() = default;
|
||||
NzLight::~NzLight()
|
||||
{
|
||||
}
|
||||
|
||||
void NzLight::Apply(unsigned int unit) const
|
||||
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
|
||||
|
|
@ -58,7 +77,6 @@ void NzLight::Apply(unsigned int unit) const
|
|||
-P2: vec3 direction + float invRadius
|
||||
-P3: float cosInnerAngle + float cosOuterAngle
|
||||
*/
|
||||
const NzShader* shader = NzRenderer::GetShader();
|
||||
|
||||
int typeLocation = shader->GetUniformLocation("Lights[0].type");
|
||||
int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
|
||||
|
|
@ -68,10 +86,10 @@ void NzLight::Apply(unsigned int unit) const
|
|||
int parameters2Location = shader->GetUniformLocation("Lights[0].parameters2");
|
||||
int parameters3Location = shader->GetUniformLocation("Lights[0].parameters3");
|
||||
|
||||
if (unit > 0)
|
||||
if (lightUnit > 0)
|
||||
{
|
||||
int type2Location = shader->GetUniformLocation("Lights[1].type");
|
||||
int offset = unit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
|
||||
int offset = lightUnit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
|
||||
|
||||
// On applique cet offset
|
||||
typeLocation += offset;
|
||||
|
|
@ -110,9 +128,10 @@ void NzLight::Apply(unsigned int unit) const
|
|||
}
|
||||
}
|
||||
|
||||
const NzAxisAlignedBox& NzLight::GetAABB() const
|
||||
const NzBoundingBoxf& NzLight::GetBoundingBox() const
|
||||
{
|
||||
return NzAxisAlignedBox::Null;
|
||||
static NzBoundingBoxf dummy(nzExtend_Null);
|
||||
return dummy;
|
||||
}
|
||||
|
||||
NzColor NzLight::GetAmbientColor() const
|
||||
|
|
@ -160,6 +179,14 @@ NzColor NzLight::GetSpecularColor() const
|
|||
return m_specularColor;
|
||||
}
|
||||
|
||||
bool NzLight::IsVisible(const NzFrustumf& frustum) const
|
||||
{
|
||||
NazaraUnused(frustum);
|
||||
|
||||
///FIXME: Pour l'instant toujours visible
|
||||
return true; // Toujours visible
|
||||
}
|
||||
|
||||
void NzLight::SetAmbientColor(const NzColor& ambient)
|
||||
{
|
||||
m_ambientColor = ambient;
|
||||
|
|
@ -201,3 +228,11 @@ NzLight& NzLight::operator=(const NzLight& light)
|
|||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void NzLight::Register()
|
||||
{
|
||||
}
|
||||
|
||||
void NzLight::Unregister()
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,24 +4,40 @@
|
|||
|
||||
#include <Nazara/3D/Model.hpp>
|
||||
#include <Nazara/3D/Config.hpp>
|
||||
#include <Nazara/Utility/SkeletalMesh.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <memory>
|
||||
#include <tuple>
|
||||
#include <Nazara/3D/Debug.hpp>
|
||||
|
||||
NzModel::NzModel() :
|
||||
m_animation(nullptr),
|
||||
m_mesh(nullptr),
|
||||
m_currentSequence(nullptr),
|
||||
m_animationEnabled(true),
|
||||
m_boundingBoxUpdated(false),
|
||||
m_drawEnabled(true),
|
||||
m_matCount(0),
|
||||
m_skinCount(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_animation(model.m_animation),
|
||||
m_mesh(model.m_mesh),
|
||||
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 (m_mesh)
|
||||
|
|
@ -31,6 +47,9 @@ m_skinCount(model.m_skinCount)
|
|||
|
||||
m_mesh->AddResourceReference();
|
||||
|
||||
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
|
||||
m_skeleton = model.m_skeleton;
|
||||
|
||||
// Nous n'avons des matériaux que si nous avons un mesh
|
||||
for (const NzMaterial* material : m_materials)
|
||||
material->AddResourceReference();
|
||||
|
|
@ -42,22 +61,119 @@ 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 NzAxisAlignedBox& NzModel::GetAABB() const
|
||||
const NzBoundingBoxf& NzModel::GetBoundingBox() const
|
||||
{
|
||||
#if NAZARA_3D_SAFE
|
||||
if (!m_mesh)
|
||||
{
|
||||
NazaraError("Model has no mesh");
|
||||
return NzAxisAlignedBox::Null;
|
||||
|
||||
static NzBoundingBoxf dummy(nzExtend_Null);
|
||||
return dummy;
|
||||
}
|
||||
#endif
|
||||
|
||||
return m_mesh->GetAABB();
|
||||
if (!m_boundingBoxUpdated)
|
||||
UpdateBoundingBox();
|
||||
|
||||
return m_boundingBox;
|
||||
}
|
||||
|
||||
NzMaterial* NzModel::GetMaterial(unsigned int matIndex) const
|
||||
|
|
@ -70,7 +186,7 @@ NzMaterial* NzModel::GetMaterial(unsigned int matIndex) const
|
|||
}
|
||||
#endif
|
||||
|
||||
return m_materials[matIndex];
|
||||
return m_materials[m_skin*m_matCount + matIndex];
|
||||
}
|
||||
|
||||
NzMaterial* NzModel::GetMaterial(unsigned int skinIndex, unsigned int matIndex) const
|
||||
|
|
@ -89,7 +205,7 @@ NzMaterial* NzModel::GetMaterial(unsigned int skinIndex, unsigned int matIndex)
|
|||
}
|
||||
#endif
|
||||
|
||||
return m_materials[matIndex];
|
||||
return m_materials[skinIndex*m_matCount + matIndex];
|
||||
}
|
||||
|
||||
unsigned int NzModel::GetMaterialCount() const
|
||||
|
|
@ -97,11 +213,6 @@ unsigned int NzModel::GetMaterialCount() const
|
|||
return m_matCount;
|
||||
}
|
||||
|
||||
unsigned int NzModel::GetSkinCount() const
|
||||
{
|
||||
return m_skinCount;
|
||||
}
|
||||
|
||||
NzMesh* NzModel::GetMesh() const
|
||||
{
|
||||
return m_mesh;
|
||||
|
|
@ -122,11 +233,50 @@ 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::IsVisible(const NzFrustumf& frustum) const
|
||||
{
|
||||
#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);
|
||||
}
|
||||
|
||||
bool NzModel::LoadFromFile(const NzString& meshPath, const NzMeshParams& meshParameters, const NzModelParameters& modelParameters)
|
||||
{
|
||||
///TODO: ResourceManager
|
||||
|
|
@ -175,6 +325,9 @@ bool NzModel::LoadFromStream(NzInputStream& stream, const NzMeshParams& meshPara
|
|||
|
||||
void NzModel::Reset()
|
||||
{
|
||||
if (m_scene)
|
||||
m_scene->UnregisterForUpdate(this);
|
||||
|
||||
m_matCount = 0;
|
||||
m_skinCount = 0;
|
||||
|
||||
|
|
@ -238,7 +391,12 @@ bool NzModel::SetAnimation(NzAnimation* animation)
|
|||
m_interpolation = 0.f;
|
||||
|
||||
SetSequence(0);
|
||||
|
||||
if (m_scene)
|
||||
m_scene->RegisterForUpdate(this);
|
||||
}
|
||||
else if (m_scene)
|
||||
m_scene->UnregisterForUpdate(this);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -253,14 +411,16 @@ void NzModel::SetMaterial(unsigned int matIndex, NzMaterial* material)
|
|||
}
|
||||
#endif
|
||||
|
||||
m_materials[matIndex]->RemoveResourceReference();
|
||||
unsigned int index = m_skin*m_matCount + matIndex;
|
||||
|
||||
m_materials[index]->RemoveResourceReference();
|
||||
|
||||
if (material)
|
||||
m_materials[matIndex] = material;
|
||||
m_materials[index] = material;
|
||||
else
|
||||
m_materials[matIndex] = NzMaterial::GetDefault();
|
||||
m_materials[index] = NzMaterial::GetDefault();
|
||||
|
||||
m_materials[matIndex]->AddResourceReference();
|
||||
m_materials[index]->AddResourceReference();
|
||||
}
|
||||
|
||||
void NzModel::SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material)
|
||||
|
|
@ -319,6 +479,7 @@ void NzModel::SetMesh(NzMesh* mesh, const NzModelParameters& modelParameters)
|
|||
}
|
||||
}
|
||||
|
||||
m_boundingBoxUpdated = false;
|
||||
m_matCount = mesh->GetMaterialCount();
|
||||
m_materials.resize(m_matCount, NzMaterial::GetDefault());
|
||||
if (modelParameters.loadMaterials)
|
||||
|
|
@ -345,20 +506,6 @@ void NzModel::SetMesh(NzMesh* mesh, const NzModelParameters& modelParameters)
|
|||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
bool NzModel::SetSequence(const NzString& sequenceName)
|
||||
{
|
||||
///TODO: Rendre cette erreur "safe" avec le nouveau système de gestions d'erreur (No-log)
|
||||
|
|
@ -406,36 +553,70 @@ void NzModel::SetSequence(unsigned int sequenceIndex)
|
|||
m_nextFrame = m_currentSequence->firstFrame;
|
||||
}
|
||||
|
||||
void NzModel::Update(float elapsedTime)
|
||||
void NzModel::SetSkin(unsigned int skin)
|
||||
{
|
||||
if (!m_animation)
|
||||
return;
|
||||
|
||||
m_interpolation += m_currentSequence->frameRate * elapsedTime;
|
||||
while (m_interpolation > 1.f)
|
||||
#if NAZARA_3D_SAFE
|
||||
if (skin >= m_skinCount)
|
||||
{
|
||||
m_interpolation -= 1.f;
|
||||
NazaraError("Skin index out of range (" + NzString::Number(skin) + " >= " + NzString::Number(m_skinCount));
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
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_currentFrame = m_nextFrame;
|
||||
m_nextFrame++;
|
||||
}
|
||||
m_boundingBox.Set(m_mesh->GetAABB());
|
||||
}
|
||||
|
||||
m_animation->AnimateSkeleton(&m_skeleton, m_currentFrame, m_nextFrame, m_interpolation);
|
||||
if (!m_transformMatrixUpdated)
|
||||
UpdateTransformMatrix();
|
||||
|
||||
m_boundingBox.Update(m_transformMatrix);
|
||||
m_boundingBoxUpdated = true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,95 @@
|
|||
// Copyright (C) 2012 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - 3D Module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/3D/RenderQueue.hpp>
|
||||
#include <Nazara/Renderer/Material.hpp>
|
||||
#include <Nazara/Utility/SkeletalMesh.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/3D/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();
|
||||
visibleLights.clear();
|
||||
visibleSkeletalModels.clear();
|
||||
visibleStaticModels.clear();
|
||||
}
|
||||
|
|
@ -0,0 +1,407 @@
|
|||
// Copyright (C) 2012 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - 3D Module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/3D/Scene.hpp>
|
||||
#include <Nazara/2D/Drawable.hpp>
|
||||
#include <Nazara/3D/Camera.hpp>
|
||||
#include <Nazara/3D/Light.hpp>
|
||||
#include <Nazara/3D/Model.hpp>
|
||||
#include <Nazara/3D/RenderQueue.hpp>
|
||||
#include <Nazara/3D/SceneRoot.hpp>
|
||||
#include <Nazara/Core/Clock.hpp>
|
||||
#include <Nazara/Core/Error.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 <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;
|
||||
};
|
||||
|
||||
void RecursiveFrustumCull(NzRenderQueue& renderQueue, const NzFrustumf& frustum, NzSceneNode* 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
|
||||
if (sceneNode->IsVisible(frustum))
|
||||
sceneNode->AddToRenderQueue(renderQueue);
|
||||
|
||||
RecursiveFrustumCull(renderQueue, frustum, sceneNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct NzSceneImpl
|
||||
{
|
||||
NzSceneImpl(NzScene* scene) :
|
||||
root(scene)
|
||||
{
|
||||
}
|
||||
|
||||
std::set<NzUpdatable*> updateList;
|
||||
std::vector<NzRenderer::InstancingData> instancingData;
|
||||
NzClock updateClock;
|
||||
NzColor ambientColor = NzColor(25,25,25);
|
||||
NzRenderQueue renderQueue;
|
||||
NzSceneRoot root;
|
||||
const NzCamera* activeCamera;
|
||||
NzVertexBuffer* skinningBuffer;
|
||||
bool update = true;
|
||||
float frameTime;
|
||||
float updateTime;
|
||||
unsigned int updatePerSecond = 60;
|
||||
};
|
||||
|
||||
NzScene::NzScene()
|
||||
{
|
||||
m_impl = new NzSceneImpl(this);
|
||||
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::Cull()
|
||||
{
|
||||
m_impl->renderQueue.Clear();
|
||||
|
||||
// Frustum culling
|
||||
RecursiveFrustumCull(m_impl->renderQueue, m_impl->activeCamera->GetFrustum(), &m_impl->root);
|
||||
}
|
||||
|
||||
void NzScene::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), 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)
|
||||
{
|
||||
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::FillInstancingBuffer(&m_impl->instancingData[0], count);
|
||||
instancedDraw(count, primitiveType, 0, indexCount);
|
||||
|
||||
count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
NzRenderer::FillInstancingBuffer(&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();
|
||||
}
|
||||
|
||||
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.insert(object);
|
||||
}
|
||||
|
||||
void NzScene::SetAmbientColor(const NzColor& color)
|
||||
{
|
||||
m_impl->ambientColor = color;
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
m_impl->updateList.erase(object);
|
||||
}
|
||||
|
||||
void NzScene::Update()
|
||||
{
|
||||
if (m_impl->updatePerSecond == 0 || m_impl->updateClock.GetMilliseconds() > 1000/m_impl->updatePerSecond)
|
||||
{
|
||||
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 (NzSceneNode* node : m_impl->visibleNodes)
|
||||
{
|
||||
if (node->ShouldUpdateWhenVisible())
|
||||
node->Update();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
NzScene::operator const NzSceneNode&() const
|
||||
{
|
||||
return m_impl->root;
|
||||
}
|
||||
|
||||
void NzScene::SetActiveCamera(const NzCamera* camera)
|
||||
{
|
||||
m_impl->activeCamera = camera;
|
||||
}
|
||||
|
|
@ -3,6 +3,75 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/3D/SceneNode.hpp>
|
||||
#include <Nazara/3D/Scene.hpp>
|
||||
#include <Nazara/3D/Debug.hpp>
|
||||
|
||||
NzSceneNode::NzSceneNode() :
|
||||
m_scene(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
NzSceneNode::NzSceneNode(const NzSceneNode& node) :
|
||||
NzNode(node),
|
||||
m_scene(node.m_scene)
|
||||
{
|
||||
}
|
||||
|
||||
NzSceneNode::~NzSceneNode() = default;
|
||||
|
||||
nzNodeType NzSceneNode::GetNodeType() const
|
||||
{
|
||||
return nzNodeType_Scene;
|
||||
}
|
||||
|
||||
NzScene* NzSceneNode::GetScene() const
|
||||
{
|
||||
return m_scene;
|
||||
}
|
||||
|
||||
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::Register()
|
||||
{
|
||||
}
|
||||
|
||||
void NzSceneNode::SetScene(NzScene* scene)
|
||||
{
|
||||
if (m_scene != scene)
|
||||
{
|
||||
if (m_scene)
|
||||
Unregister();
|
||||
|
||||
m_scene = scene;
|
||||
if (m_scene)
|
||||
Register();
|
||||
|
||||
for (NzNode* child : m_childs)
|
||||
{
|
||||
if (child->GetNodeType() == nzNodeType_Scene)
|
||||
static_cast<NzSceneNode*>(child)->SetScene(scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool NzSceneNode::ShouldUpdateWhenVisible()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void NzSceneNode::Unregister()
|
||||
{
|
||||
}
|
||||
|
||||
void NzSceneNode::Update()
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,49 @@
|
|||
// Copyright (C) 2012 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - 3D Module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/3D/SceneRoot.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <Nazara/3D/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;
|
||||
}
|
||||
|
||||
bool NzSceneRoot::IsVisible(const NzFrustumf& frustum) const
|
||||
{
|
||||
NazaraUnused(frustum);
|
||||
|
||||
return true; // Toujours visible
|
||||
}
|
||||
|
||||
void NzSceneRoot::Register()
|
||||
{
|
||||
NazaraInternalError("SceneNode::Register() called on SceneRoot");
|
||||
}
|
||||
|
||||
void NzSceneRoot::Unregister()
|
||||
{
|
||||
NazaraInternalError("SceneNode::Unregister() called on SceneRoot");
|
||||
}
|
||||
Loading…
Reference in New Issue