222 lines
6.7 KiB
C++
222 lines
6.7 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::GraphicsComponent
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* \brief NDK class that represents the component for graphics
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*/
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/*!
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* \brief Adds the renderable elements to the render queue
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*
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* \param renderQueue Queue to be added
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*/
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void GraphicsComponent::AddToRenderQueue(Nz::AbstractRenderQueue* renderQueue) const
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{
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EnsureTransformMatrixUpdate();
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RenderSystem& renderSystem = m_entity->GetWorld()->GetSystem<RenderSystem>();
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for (const Renderable& object : m_renderables)
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{
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if (!object.dataUpdated)
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{
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object.data.transformMatrix = Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), Nz::Matrix4f::ConcatenateAffine(object.data.localMatrix, m_transformMatrix));
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object.renderable->UpdateData(&object.data);
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object.dataUpdated = true;
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}
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object.renderable->AddToRenderQueue(renderQueue, object.data);
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}
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}
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/*!
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* \brief Attaches a renderable to the entity
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*
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* \param renderable Reference to a renderable element
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* \param renderOrder Render order of the element
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*/
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void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, int renderOrder)
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{
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return Attach(renderable, Nz::Matrix4f::Identity(), renderOrder);
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}
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/*!
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* \brief Attaches a renderable to the entity with a specific matrix
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*
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* \param renderable Reference to a renderable element
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* \param localMatrix Local matrix that will be applied to the instanced renderable
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* \param renderOrder Render order of the element
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*/
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void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, const Nz::Matrix4f& localMatrix, int renderOrder)
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{
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m_renderables.emplace_back(m_transformMatrix);
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Renderable& r = m_renderables.back();
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r.data.localMatrix = localMatrix;
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r.data.renderOrder = renderOrder;
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r.renderable = std::move(renderable);
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r.renderableBoundingVolumeInvalidationSlot.Connect(r.renderable->OnInstancedRenderableInvalidateBoundingVolume, [this] (const Nz::InstancedRenderable*) { InvalidateBoundingVolume(); });
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r.renderableDataInvalidationSlot.Connect(r.renderable->OnInstancedRenderableInvalidateData, std::bind(&GraphicsComponent::InvalidateRenderableData, this, std::placeholders::_1, std::placeholders::_2, m_renderables.size() - 1));
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r.renderableReleaseSlot.Connect(r.renderable->OnInstancedRenderableRelease, this, &GraphicsComponent::Detach);
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InvalidateBoundingVolume();
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}
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/*!
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* \brief Invalidates the data for renderable
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*
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* \param renderable Renderable to invalidate
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* \param flags Flags for the instance
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* \param index Index of the renderable to invalidate
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*
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* \remark Produces a NazaraAssert if index is out of bound
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*/
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void GraphicsComponent::InvalidateRenderableData(const Nz::InstancedRenderable* renderable , Nz::UInt32 flags, std::size_t index)
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{
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NazaraAssert(index < m_renderables.size(), "Invalid renderable index");
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NazaraUnused(renderable);
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Renderable& r = m_renderables[index];
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r.dataUpdated = false;
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r.renderable->InvalidateData(&r.data, flags);
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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entry.listEntry.ForceInvalidation();
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}
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/*!
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* \brief Operation to perform when component is attached to an entity
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*/
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void GraphicsComponent::OnAttached()
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{
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if (m_entity->HasComponent<NodeComponent>())
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m_nodeInvalidationSlot.Connect(m_entity->GetComponent<NodeComponent>().OnNodeInvalidation, this, &GraphicsComponent::OnNodeInvalidated);
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InvalidateTransformMatrix();
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}
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/*!
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* \brief Operation to perform when component is attached to this component
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*
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* \param component Component being attached
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*/
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void GraphicsComponent::OnComponentAttached(BaseComponent& component)
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{
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if (IsComponent<NodeComponent>(component))
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{
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NodeComponent& nodeComponent = static_cast<NodeComponent&>(component);
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m_nodeInvalidationSlot.Connect(nodeComponent.OnNodeInvalidation, this, &GraphicsComponent::OnNodeInvalidated);
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InvalidateTransformMatrix();
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}
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}
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/*!
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* \brief Operation to perform when component is detached from this component
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*
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* \param component Component being detached
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*/
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void GraphicsComponent::OnComponentDetached(BaseComponent& component)
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{
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if (IsComponent<NodeComponent>(component))
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{
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m_nodeInvalidationSlot.Disconnect();
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InvalidateTransformMatrix();
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}
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}
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/*!
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* \brief Operation to perform when component is detached from an entity
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*/
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void GraphicsComponent::OnDetached()
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{
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m_nodeInvalidationSlot.Disconnect();
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InvalidateTransformMatrix();
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}
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/*!
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* \brief Operation to perform when the node is invalidated
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*
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* \param node Pointer to the node
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*/
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void GraphicsComponent::OnNodeInvalidated(const Nz::Node* node)
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{
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NazaraUnused(node);
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// Our view matrix depends on NodeComponent position/rotation
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InvalidateBoundingVolume();
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InvalidateTransformMatrix();
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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entry.listEntry.ForceInvalidation(); //< Force invalidation on movement
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}
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/*!
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* \brief Updates the bounding volume
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*/
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void GraphicsComponent::UpdateBoundingVolume() const
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{
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EnsureTransformMatrixUpdate();
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m_boundingVolume.MakeNull();
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for (const Renderable& r : m_renderables)
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{
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Nz::BoundingVolumef boundingVolume = r.renderable->GetBoundingVolume();
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// Adjust renderable bounding volume by local matrix
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if (boundingVolume.IsFinite())
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{
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Nz::Boxf localBox = boundingVolume.obb.localBox;
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Nz::Vector3f newPos = r.data.localMatrix * localBox.GetPosition();
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Nz::Vector3f newLengths = r.data.localMatrix * localBox.GetLengths();
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boundingVolume.Set(Nz::Boxf(newPos.x, newPos.y, newPos.z, newLengths.x, newLengths.y, newLengths.z));
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}
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m_boundingVolume.ExtendTo(r.renderable->GetBoundingVolume());
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}
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RenderSystem& renderSystem = m_entity->GetWorld()->GetSystem<RenderSystem>();
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m_boundingVolume.Update(Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), m_transformMatrix));
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m_boundingVolumeUpdated = true;
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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entry.listEntry.UpdateVolume(m_boundingVolume);
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}
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/*!
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* \brief Updates the transform matrix of the renderable
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*
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* \remark Produces a NazaraAssert if entity is invalid or has no NodeComponent
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*/
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void GraphicsComponent::UpdateTransformMatrix() const
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{
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NazaraAssert(m_entity && m_entity->HasComponent<NodeComponent>(), "GraphicsComponent requires NodeComponent");
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m_transformMatrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
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m_transformMatrixUpdated = true;
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}
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ComponentIndex GraphicsComponent::componentIndex;
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}
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