NazaraEngine/src/Nazara/Graphics/Scene.cpp

217 lines
4.6 KiB
C++

// 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/Camera.hpp>
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/SceneRoot.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <functional>
#include <memory>
#include <set>
#include <vector>
#include <Nazara/Graphics/Debug.hpp>
struct NzSceneImpl
{
NzSceneImpl(NzScene* scene) :
root(scene)
{
}
std::unique_ptr<NzAbstractRenderTechnique> renderTechnique;
std::unique_ptr<NzBackground> background;
std::vector<NzUpdatable*> updateList;
std::vector<NzUpdatable*> visibleUpdateList;
NzClock updateClock;
NzColor ambientColor = NzColor(25,25,25);
NzSceneRoot root;
NzCamera* activeCamera;
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->renderTechnique.reset(new NzForwardRenderTechnique);
}
NzScene::~NzScene()
{
for (NzNode* child : m_impl->root.GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
static_cast<NzSceneNode*>(child)->SetScene(nullptr);
}
delete m_impl;
}
void NzScene::AddToVisibilityList(NzUpdatable* object)
{
m_impl->visibleUpdateList.push_back(object);
}
void NzScene::Cull()
{
NzAbstractRenderQueue* renderQueue = m_impl->renderTechnique->GetRenderQueue();
renderQueue->Clear();
m_impl->visibleUpdateList.clear();
// Frustum culling
RecursiveFrustumCull(renderQueue, m_impl->activeCamera->GetFrustum(), &m_impl->root);
///TODO: Occlusion culling
///TODO: Light culling
}
void NzScene::Draw()
{
m_impl->renderTechnique->Clear(this);
m_impl->renderTechnique->Draw(this);
}
NzCamera* NzScene::GetActiveCamera() const
{
return m_impl->activeCamera;
}
NzColor NzScene::GetAmbientColor() const
{
return m_impl->ambientColor;
}
NzBackground* NzScene::GetBackground() const
{
return m_impl->background.get();
}
NzAbstractRenderTechnique* NzScene::GetRenderTechnique() const
{
return m_impl->renderTechnique.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_GRAPHICS_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::SetRenderTechnique(NzAbstractRenderTechnique* renderTechnique)
{
m_impl->renderTechnique.reset(renderTechnique);
}
void NzScene::SetUpdatePerSecond(unsigned int updatePerSecond)
{
m_impl->updatePerSecond = updatePerSecond;
}
void NzScene::UnregisterForUpdate(NzUpdatable* object)
{
#if NAZARA_GRAPHICS_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(NzAbstractRenderQueue* 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(NzCamera* camera)
{
m_impl->activeCamera = camera;
}