Split stkmesh into mesh and actual scene node

This commit is contained in:
Vincent Lejeune 2014-02-22 23:31:27 +01:00
parent b4099b5354
commit 58ef59dcd9
7 changed files with 320 additions and 316 deletions

View File

@ -64,6 +64,7 @@ src/graphics/stars.cpp
src/graphics/stkanimatedmesh.cpp
src/graphics/stkbillboard.cpp
src/graphics/stkmesh.cpp
src/graphics/stkmeshscenenode.cpp
src/graphics/sun.cpp
src/graphics/water.cpp
src/graphics/wind.cpp
@ -395,6 +396,7 @@ src/graphics/stars.hpp
src/graphics/stkanimatedmesh.hpp
src/graphics/stkbillboard.hpp
src/graphics/stkmesh.hpp
src/graphics/stkmeshscenenode.hpp
src/graphics/sun.hpp
src/graphics/water.hpp
src/graphics/wind.hpp

View File

@ -34,7 +34,7 @@
#include "graphics/shadow_importance.hpp"
#include "graphics/stkanimatedmesh.hpp"
#include "graphics/stkbillboard.hpp"
#include "graphics/stkmesh.hpp"
#include "graphics/stkmeshscenenode.hpp"
#include "graphics/sun.hpp"
#include "graphics/rtts.hpp"
#include "graphics/water.hpp"
@ -937,7 +937,7 @@ scene::IMeshSceneNode *IrrDriver::addMesh(scene::IMesh *mesh,
if (!parent)
parent = m_scene_manager->getRootSceneNode();
scene::IMeshSceneNode* node = new STKMesh(mesh, parent, m_scene_manager, -1);
scene::IMeshSceneNode* node = new STKMeshSceneNode(mesh, parent, m_scene_manager, -1);
node->drop();
return node;

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@ -76,24 +76,6 @@ void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
}
}
static bool
isObjectPass(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
return false;
}
void STKAnimatedMesh::drawShadow(const GLMesh &mesh)
{
GLenum ptype = mesh.PrimitiveType;
@ -156,7 +138,7 @@ void STKAnimatedMesh::render()
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
else if (Mesh->getMeshType() == scene::EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((scene::SSkinMeshBuffer*)mb)->Transformation);
if (isObjectPass(material.MaterialType))
if (isObject(material.MaterialType))
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, false);

View File

@ -144,56 +144,6 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
return result;
}
STKMesh::STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position,
const irr::core::vector3df& rotation,
const irr::core::vector3df& scale) :
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
{
createGLMeshes();
}
void STKMesh::createGLMeshes()
{
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
GLmeshes.push_back(allocateMeshBuffer(mb));
}
}
void STKMesh::cleanGLMeshes()
{
for (u32 i = 0; i < GLmeshes.size(); ++i)
{
GLMesh mesh = GLmeshes[i];
if (!mesh.vertex_buffer)
continue;
if (mesh.vao_first_pass)
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_glow_pass)
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
GLmeshes.clear();
}
void STKMesh::setMesh(irr::scene::IMesh* mesh)
{
CMeshSceneNode::setMesh(mesh);
cleanGLMeshes();
createGLMeshes();
}
STKMesh::~STKMesh()
{
cleanGLMeshes();
}
void computeMVP(core::matrix4 &ModelViewProjectionMatrix)
{
@ -241,22 +191,6 @@ void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProje
glEnable(GL_CULL_FACE);
}
static
core::vector3df getWind()
{
const core::vector3df pos = irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD).getTranslation();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude();
float strength = (pos.X + pos.Y + pos.Z) * 1.2f + time * m_speed;
strength = noise2d(strength / 10.0f) * m_amplitude * 5;
// * 5 is to work with the existing amplitude values.
// Pre-multiply on the cpu
return irr_driver->getWind() * strength;
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
GLenum ptype = mesh.PrimitiveType;
@ -707,142 +641,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawGlow(const GLMesh &mesh)
{
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
glUseProgram(MeshShader::ColorizeShader::Program);
MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, cb->getRed(), cb->getGreen(), cb->getBlue());
glBindVertexArray(mesh.vao_glow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawDisplace(const GLMesh &mesh)
{
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
core::matrix4 ModelViewMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
setTexture(0, getTextureGLuint(irr_driver->getTexture(FileManager::TEXTURE, "displace.png")), GL_LINEAR, GL_LINEAR, true);
glUseProgram(MeshShader::DisplaceShader::Program);
MeshShader::DisplaceShader::setUniforms(ModelViewProjectionMatrix, ModelViewMatrix, cb->getDirX(), cb->getDirY(), cb->getDir2X(), cb->getDir2Y(), 0);
glBindVertexArray(mesh.vao_displace_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
computeMVP(ModelViewProjectionMatrix);
if (type == irr_driver->getShader(ES_BUBBLES))
drawBubble(mesh, ModelViewProjectionMatrix);
else if (World::getWorld()->getTrack()->isFogEnabled())
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawTransparentObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
return;
}
void STKMesh::drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
std::vector<core::matrix4> ShadowMVP(irr_driver->getShadowViewProj());
for (unsigned i = 0; i < ShadowMVP.size(); i++)
ShadowMVP[i] *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::RefShadowShader::Program);
MeshShader::RefShadowShader::setUniforms(ShadowMVP, 0);
}
/* else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::GrassShadowShader::Program);
MeshShader::GrassShadowShader::setUniforms(ShadowMVP, windDir, 0);
}*/
else
{
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
}
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
switch (irr_driver->getPhase())
{
case SOLID_NORMAL_AND_DEPTH_PASS:
{
windDir = getWind();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
if (type == irr_driver->getShader(ES_NORMAL_MAP))
drawNormalPass(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
}
case SOLID_LIT_PASS:
{
if (type == irr_driver->getShader(ES_SPHERE_MAP))
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_SPLATTING))
drawSplatting(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
else if (!mesh.textures[0])
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
else if (!TextureMatrix.isIdentity())
drawMovingTexture(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawObjectPass2(mesh, ModelViewProjectionMatrix);
break;
}
default:
{
assert(0 && "wrong pass");
}
}
}
static bool isObject(video::E_MATERIAL_TYPE type)
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
@ -1003,69 +802,3 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool MovingTexture)
}
}
void STKMesh::render()
{
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
if (!Mesh || !driver)
return;
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
if (mb)
{
TextureMatrix = getMaterial(i).getTextureMatrix(0);
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (isTransparentPass != transparent)
continue;
if (irr_driver->getPhase() == DISPLACEMENT_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, false);
drawDisplace(GLmeshes[i]);
continue;
}
if (!isObject(material.MaterialType))
{
#ifdef DEBUG
Log::warn("material", "Unhandled (static) material type : %d", material.MaterialType);
#endif
continue;
}
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (irr_driver->getPhase() == GLOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawGlow(GLmeshes[i]);
}
else if (irr_driver->getPhase() == SHADOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawShadow(GLmeshes[i], material.MaterialType);
}
else
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
if (transparent)
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
}
}
}
}

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@ -28,6 +28,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool moving_texture);
void computeMVP(core::matrix4 &ModelViewProjectionMatrix);
void computeTIMV(core::matrix4 &TransposeInverseModelView);
bool isObject(video::E_MATERIAL_TYPE type);
// Pass 1 shader (ie shaders that outputs normals and depth)
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
@ -52,30 +53,4 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
class STKMesh : public irr::scene::CMeshSceneNode
{
protected:
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix;
core::vector3df windDir;
void drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
// Misc passes shaders (glow, displace...)
void drawGlow(const GLMesh &mesh);
void drawDisplace(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void createGLMeshes();
void cleanGLMeshes();
public:
STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position = irr::core::vector3df(0,0,0),
const irr::core::vector3df& rotation = irr::core::vector3df(0,0,0),
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
virtual void render();
virtual void setMesh(irr::scene::IMesh* mesh);
void MovingTexture(unsigned, unsigned);
~STKMesh();
};
#endif // STKMESH_H
#endif // STKMESH_H

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@ -0,0 +1,280 @@
#include "stkmeshscenenode.hpp"
#include "stkmesh.hpp"
#include "graphics/irr_driver.hpp"
#include "tracks/track.hpp"
#include <ISceneManager.h>
#include <IMaterialRenderer.h>
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "utils/helpers.hpp"
#include "graphics/camera.hpp"
#include "modes/world.hpp"
static
core::vector3df getWind()
{
const core::vector3df pos = irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD).getTranslation();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude();
float strength = (pos.X + pos.Y + pos.Z) * 1.2f + time * m_speed;
strength = noise2d(strength / 10.0f) * m_amplitude * 5;
// * 5 is to work with the existing amplitude values.
// Pre-multiply on the cpu
return irr_driver->getWind() * strength;
}
STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position,
const irr::core::vector3df& rotation,
const irr::core::vector3df& scale) :
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
{
createGLMeshes();
}
void STKMeshSceneNode::createGLMeshes()
{
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
GLmeshes.push_back(allocateMeshBuffer(mb));
}
}
void STKMeshSceneNode::cleanGLMeshes()
{
for (u32 i = 0; i < GLmeshes.size(); ++i)
{
GLMesh mesh = GLmeshes[i];
if (!mesh.vertex_buffer)
continue;
if (mesh.vao_first_pass)
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_glow_pass)
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
GLmeshes.clear();
}
void STKMeshSceneNode::setMesh(irr::scene::IMesh* mesh)
{
CMeshSceneNode::setMesh(mesh);
cleanGLMeshes();
createGLMeshes();
}
STKMeshSceneNode::~STKMeshSceneNode()
{
cleanGLMeshes();
}
void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
{
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
glUseProgram(MeshShader::ColorizeShader::Program);
MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, cb->getRed(), cb->getGreen(), cb->getBlue());
glBindVertexArray(mesh.vao_glow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
{
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
core::matrix4 ModelViewMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
setTexture(0, getTextureGLuint(irr_driver->getTexture(FileManager::TEXTURE, "displace.png")), GL_LINEAR, GL_LINEAR, true);
glUseProgram(MeshShader::DisplaceShader::Program);
MeshShader::DisplaceShader::setUniforms(ModelViewProjectionMatrix, ModelViewMatrix, cb->getDirX(), cb->getDirY(), cb->getDir2X(), cb->getDir2Y(), 0);
glBindVertexArray(mesh.vao_displace_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
computeMVP(ModelViewProjectionMatrix);
if (type == irr_driver->getShader(ES_BUBBLES))
drawBubble(mesh, ModelViewProjectionMatrix);
else if (World::getWorld()->getTrack()->isFogEnabled())
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawTransparentObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
return;
}
void STKMeshSceneNode::drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
std::vector<core::matrix4> ShadowMVP(irr_driver->getShadowViewProj());
for (unsigned i = 0; i < ShadowMVP.size(); i++)
ShadowMVP[i] *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::RefShadowShader::Program);
MeshShader::RefShadowShader::setUniforms(ShadowMVP, 0);
}
/* else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::GrassShadowShader::Program);
MeshShader::GrassShadowShader::setUniforms(ShadowMVP, windDir, 0);
}*/
else
{
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
}
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
switch (irr_driver->getPhase())
{
case SOLID_NORMAL_AND_DEPTH_PASS:
{
windDir = getWind();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
if (type == irr_driver->getShader(ES_NORMAL_MAP))
drawNormalPass(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
}
case SOLID_LIT_PASS:
{
if (type == irr_driver->getShader(ES_SPHERE_MAP))
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_SPLATTING))
drawSplatting(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
else if (!mesh.textures[0])
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
else if (!TextureMatrix.isIdentity())
drawMovingTexture(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawObjectPass2(mesh, ModelViewProjectionMatrix);
break;
}
default:
{
assert(0 && "wrong pass");
}
}
}
void STKMeshSceneNode::render()
{
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
if (!Mesh || !driver)
return;
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
if (mb)
{
TextureMatrix = getMaterial(i).getTextureMatrix(0);
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (isTransparentPass != transparent)
continue;
if (irr_driver->getPhase() == DISPLACEMENT_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, false);
drawDisplace(GLmeshes[i]);
continue;
}
if (!isObject(material.MaterialType))
{
#ifdef DEBUG
Log::warn("material", "Unhandled (static) material type : %d", material.MaterialType);
#endif
continue;
}
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (irr_driver->getPhase() == GLOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawGlow(GLmeshes[i]);
}
else if (irr_driver->getPhase() == SHADOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawShadow(GLmeshes[i], material.MaterialType);
}
else
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
if (transparent)
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
}
}
}
}

View File

@ -0,0 +1,32 @@
#ifndef STKMESHSCENENODE_H
#define STKMESHSCENENODE_H
#include "stkmesh.hpp"
class STKMeshSceneNode : public irr::scene::CMeshSceneNode
{
protected:
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix;
core::vector3df windDir;
void drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
// Misc passes shaders (glow, displace...)
void drawGlow(const GLMesh &mesh);
void drawDisplace(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void createGLMeshes();
void cleanGLMeshes();
public:
STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position = irr::core::vector3df(0, 0, 0),
const irr::core::vector3df& rotation = irr::core::vector3df(0, 0, 0),
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
virtual void render();
virtual void setMesh(irr::scene::IMesh* mesh);
void MovingTexture(unsigned, unsigned);
~STKMeshSceneNode();
};
#endif