Use for_in macro in stkmeshscenenode too.

This commit is contained in:
Vincent Lejeune
2014-04-12 00:47:32 +02:00
parent 849709ec1d
commit 68a71f6e22
2 changed files with 44 additions and 40 deletions

View File

@@ -98,9 +98,9 @@ void STKMeshSceneNode::cleanGLMeshes()
}
GLmeshes.clear();
for (unsigned i = 0; i < FPSM_COUNT; i++)
GeometricMesh[i].clear();
GeometricMesh[i].clearWithoutDeleting();
for (unsigned i = 0; i < SM_COUNT; i++)
ShadedMesh[i].clear();
ShadedMesh[i].clearWithoutDeleting();
}
void STKMeshSceneNode::setMesh(irr::scene::IMesh* mesh)
@@ -343,32 +343,32 @@ void STKMeshSceneNode::render()
TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
GLMesh* mesh;
for_in(mesh, GeometricMesh[FPSM_DEFAULT])
{
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]);
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(mesh);
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(invmodel);
}
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
{
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(mesh);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
}
for (unsigned i = 0; i < GeometricMesh[FPSM_NORMAL_MAP].size(); i++)
for_in(mesh, GeometricMesh[FPSM_NORMAL_MAP])
{
GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.push_back(GeometricMesh[FPSM_NORMAL_MAP][i]);
GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.push_back(mesh);
GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(invmodel);
}
if (!GeometricMesh[FPSM_GRASS].empty())
glUseProgram(MeshShader::GrassPass1Shader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_GRASS].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_GRASS][i], FPSM_GRASS);
for_in(mesh, GeometricMesh[FPSM_GRASS])
drawSolidPass1(*mesh, FPSM_GRASS);
if (reload_each_frame)
glEnable(GL_CULL_FACE);
@@ -383,57 +383,58 @@ void STKMeshSceneNode::render()
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
GLMesh* mesh;
for_in(mesh, ShadedMesh[SM_DEFAULT])
{
GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]);
GroupedSM<SM_DEFAULT>::MeshSet.push_back(mesh);
GroupedSM<SM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(invmodel);
}
for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
for_in(mesh, ShadedMesh[SM_ALPHA_REF_TEXTURE])
{
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(mesh);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
}
for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
for_in(mesh, ShadedMesh[SM_RIMLIT])
{
GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]);
GroupedSM<SM_RIMLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_RIMLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_RIMLIT>::TIMVSet.push_back(invmodel);
}
for (unsigned i = 0; i < ShadedMesh[SM_SPHEREMAP].size(); i++)
for_in(mesh, ShadedMesh[SM_SPHEREMAP])
{
GroupedSM<SM_SPHEREMAP>::MeshSet.push_back(ShadedMesh[SM_SPHEREMAP][i]);
GroupedSM<SM_SPHEREMAP>::MeshSet.push_back(mesh);
GroupedSM<SM_SPHEREMAP>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_SPHEREMAP>::TIMVSet.push_back(invmodel);
}
for (GLMesh *mesh : ShadedMesh[SM_SPLATTING])
for_in(mesh, ShadedMesh[SM_SPLATTING])
{
GroupedSM<SM_SPLATTING>::MeshSet.push_back(mesh);
GroupedSM<SM_SPLATTING>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_SPLATTING>::TIMVSet.push_back(invmodel);
}
for (GLMesh *mesh : ShadedMesh[SM_UNLIT])
for_in(mesh, ShadedMesh[SM_UNLIT])
{
GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_UNLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_UNLIT>::TIMVSet.push_back(invmodel);
}
for (GLMesh *mesh : ShadedMesh[SM_DETAILS])
for_in(mesh, ShadedMesh[SM_DETAILS])
{
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(invmodel);
}
for (GLMesh *mesh : ShadedMesh[SM_UNTEXTURED])
for_in(mesh, ShadedMesh[SM_UNTEXTURED])
{
GroupedSM<SM_UNTEXTURED>::MeshSet.push_back(mesh);
GroupedSM<SM_UNTEXTURED>::MVPSet.push_back(AbsoluteTransformation);
@@ -442,13 +443,13 @@ void STKMeshSceneNode::render()
if (!ShadedMesh[SM_GRASS].empty())
glUseProgram(MeshShader::GrassPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_GRASS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_GRASS][i], SM_GRASS);
for_in(mesh, ShadedMesh[SM_GRASS])
drawSolidPass2(*mesh, SM_GRASS);
if (!ShadedMesh[SM_CAUSTICS].empty())
glUseProgram(MeshShader::CausticsShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_CAUSTICS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_CAUSTICS][i], SM_CAUSTICS);
for_in(mesh, ShadedMesh[SM_CAUSTICS])
drawSolidPass2(*mesh, SM_CAUSTICS);
if (reload_each_frame)
glEnable(GL_CULL_FACE);
@@ -460,15 +461,16 @@ void STKMeshSceneNode::render()
if (reload_each_frame)
glDisable(GL_CULL_FACE);
GLMesh* mesh;
if (!GeometricMesh[FPSM_DEFAULT].empty())
glUseProgram(MeshShader::ShadowShader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
drawShadow(*GeometricMesh[FPSM_DEFAULT][i], AbsoluteTransformation);
for_in(mesh, GeometricMesh[FPSM_DEFAULT])
drawShadow(*mesh, AbsoluteTransformation);
if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
glUseProgram(MeshShader::RefShadowShader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
drawShadowRef(*GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i], AbsoluteTransformation);
for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
drawShadowRef(*mesh, AbsoluteTransformation);
if (reload_each_frame)
glEnable(GL_CULL_FACE);
@@ -491,24 +493,25 @@ void STKMeshSceneNode::render()
{
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
GLMesh* mesh;
if (!TransparentMesh[TM_BUBBLE].empty())
glUseProgram(MeshShader::BubbleShader::Program);
for (unsigned i = 0; i < TransparentMesh[TM_BUBBLE].size(); i++)
drawBubble(*TransparentMesh[TM_BUBBLE][i], ModelViewProjectionMatrix);
for_in(mesh, TransparentMesh[TM_BUBBLE])
drawBubble(*mesh, ModelViewProjectionMatrix);
if (World::getWorld()->getTrack()->isFogEnabled())
{
if (!TransparentMesh[TM_DEFAULT].empty())
glUseProgram(MeshShader::TransparentFogShader::Program);
for (unsigned i = 0; i < TransparentMesh[TM_DEFAULT].size(); i++)
drawTransparentFogObject(*TransparentMesh[TM_DEFAULT][i], ModelViewProjectionMatrix, (*TransparentMesh[TM_DEFAULT][i]).TextureMatrix);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentFogObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
}
else
{
if (!TransparentMesh[TM_DEFAULT].empty())
glUseProgram(MeshShader::TransparentShader::Program);
for (unsigned i = 0; i < TransparentMesh[TM_DEFAULT].size(); i++)
drawTransparentObject(*TransparentMesh[TM_DEFAULT][i], ModelViewProjectionMatrix, (*TransparentMesh[TM_DEFAULT][i]).TextureMatrix);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
}
return;
}

View File

@@ -2,13 +2,14 @@
#define STKMESHSCENENODE_H
#include "stkmesh.hpp"
#include "utils/ptr_vector.hpp"
class STKMeshSceneNode : public irr::scene::CMeshSceneNode
{
protected:
std::vector<GLMesh *> GeometricMesh[FPSM_COUNT];
std::vector<GLMesh *> ShadedMesh[SM_COUNT];
std::vector<GLMesh *> TransparentMesh[TM_COUNT];
PtrVector<GLMesh, REF> GeometricMesh[FPSM_COUNT];
PtrVector<GLMesh, REF> ShadedMesh[SM_COUNT];
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
core::vector3df windDir;