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source: code/branches/ogre1.9/src/orxonox/graphics/Model.cc @ 11843

Last change on this file since 11843 was 11129, checked in by landauf, 9 years ago

orxonox now compiles with ogre 1.9 (but still needs some other changes)

  • Property svn:eol-style set to native
File size: 9.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Model.h"
30
31#include <OgreEntity.h>
32#if OGRE_VERSION >= 0x010900
33#   include <OgreProgressiveMeshGenerator.h>
34#   include <OgreDistanceLodStrategy.h>
35#else
36#   include <OgreProgressiveMesh.h>
37#endif
38
39#include "core/CoreIncludes.h"
40#include "core/config/ConfigValueIncludes.h"
41#include "core/GameMode.h"
42#include "core/XMLPort.h"
43#include "Scene.h"
44#include "RenderQueueListener.h"
45#include "graphics/MeshLodInformation.h"
46#include "Level.h"
47
48namespace orxonox
49{
50    RegisterClass(Model);
51
52    Model::Model(Context* context) :
53        StaticEntity(context), bCastShadows_(true), renderQueueGroup_(RENDER_QUEUE_MAIN), lodLevel_(5), bLodEnabled_(true), numLodLevels_(10), lodReductionRate_(.15f)
54    {
55        RegisterObject(Model);
56
57        this->setConfigValues();
58        this->registerVariables();
59    }
60
61    Model::~Model()
62    {
63        if (this->isInitialized() && this->mesh_.getEntity())
64            this->detachOgreObject(this->mesh_.getEntity());
65    }
66
67    void Model::setConfigValues()
68    {
69        SetConfigValueExternal(bGlobalEnableLod_, "GraphicsSettings", "enableMeshLoD", true)
70            .description("Enable level of detail for models");
71    }
72
73    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
74    {
75        SUPER(Model, XMLPort, xmlelement, mode);
76
77        XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode);
78
79        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
80        XMLPortParam(Model, "renderQueueGroup", setRenderQueueGroup, getRenderQueueGroup, xmlelement, mode);
81        XMLPortParam(Model, "material", setMaterial, getMaterial, xmlelement, mode);
82        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
83    }
84   
85    /**
86    @brief
87        This function turns a string from XML Port into a usable ID for the rendering system
88        It defaults to the main queue if the group isn't recognized.
89       
90    @param renderQueueGroup
91        This is a string representing the render queue group. Accepted values:
92        'main', 'stencil glow', 'stencil object'
93    */
94    const unsigned int Model::getRenderQueueGroupID(const std::string& renderQueueGroup) const
95    {
96        if(renderQueueGroup.compare("stencil glow")==0)
97        {
98            return RENDER_QUEUE_STENCIL_GLOW;
99        }
100        if(renderQueueGroup.compare("stencil object")==0)
101        {
102            return RENDER_QUEUE_STENCIL_OBJECTS;
103        }
104        return RENDER_QUEUE_MAIN;
105    }
106
107    void Model::registerVariables()
108    {
109        registerVariable(this->meshSrc_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMesh));
110        registerVariable(this->renderQueueGroup_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedRenderQueueGroup));
111        registerVariable(this->materialName_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMaterial));
112        registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedShadows));
113    }
114
115    float Model::getBiggestScale(Vector3 scale3d)
116    {
117        float scaleFactor = scale3d.x;
118        if(scale3d.y>scaleFactor)
119            scaleFactor = scale3d.y;
120        if(scale3d.z>scaleFactor)
121            scaleFactor = scale3d.z;
122        return scaleFactor;
123    }
124
125    void Model::changedMesh()
126    {
127        if (GameMode::showsGraphics())
128        {
129            if (this->mesh_.getEntity())
130                this->detachOgreObject(this->mesh_.getEntity());
131
132            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
133
134            if (this->mesh_.getEntity())
135            {
136                this->attachOgreObject(this->mesh_.getEntity());
137                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
138                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
139                this->mesh_.setVisible(this->isVisible());
140
141                if (this->bGlobalEnableLod_)
142                    this->enableLod();
143            }
144        }
145    }
146
147    void Model::changedRenderQueueGroup()
148    {
149        if (GameMode::showsGraphics())
150        {
151            if (this->mesh_.getEntity())
152            {
153                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
154            }
155        }
156    }
157
158    void Model::changedMaterial()
159    {
160        this->mesh_.setMaterial(this->materialName_);
161    }
162
163    void Model::changedShadows()
164    {
165        this->mesh_.setCastShadows(this->bCastShadows_);
166    }
167
168    void Model::changedVisibility()
169    {
170        SUPER(Model, changedVisibility);
171
172        this->mesh_.setVisible(this->isVisible());
173    }
174
175    void Model::enableLod()
176    {
177#if defined(ORXONOX_COMPILER_MSVC) && OGRE_VERSION >= 0x010800 && OGRE_VERSION < 0x010900
178        // disable LOD for MSVC and ogre version 1.8 because it leads to crashes
179#else
180        //LOD
181        if( this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 )
182        {
183            Level* level = this->getLevel();
184
185            assert( level != nullptr );
186
187            MeshLodInformation* lodInfo = level->getLodInfo(this->meshSrc_);
188            if( lodInfo )
189            {
190                setLodLevel(lodInfo->getLodLevel());
191                this->bLodEnabled_ = lodInfo->getEnabled();
192                this->numLodLevels_ = lodInfo->getNumLevels();
193                this->lodReductionRate_ = lodInfo->getReductionRate();
194            }
195            if( this->numLodLevels_>10 )
196            {
197                orxout(internal_warning, context::lod) << "More than 10 LoD levels requested. Creating only 10." << endl;
198                this->numLodLevels_ = 10;
199            }
200            if( this->bLodEnabled_ )
201            {
202                float volume = this->mesh_.getEntity()->getBoundingBox().volume();
203                orxout(verbose, context::lod) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and volume: "<< volume << ":" << endl;
204
205#if OGRE_VERSION >= 0x010900
206                Ogre::LodConfig::LodLevelList distList;
207#elif OGRE_VERSION >= 0x010800
208                Ogre::ProgressiveMesh::LodValueList distList;
209#elif OGRE_VERSION >= 0x010700
210                Ogre::Mesh::LodValueList distList;
211#else
212                Ogre::Mesh::LodDistanceList distList;
213#endif
214
215                if( lodLevel_>0 )
216                {
217                    float factor = pow(volume, 2.0f / 3.0f) * 15.0f / lodLevel_;
218
219                    orxout(verbose, context::lod) << "LodLevel set with factor: " << factor << endl;
220
221                    addLodDistanceToList(distList, 70.0f*factor);
222                    addLodDistanceToList(distList, 140.0f*factor);
223                    addLodDistanceToList(distList, 170.0f*factor);
224                    addLodDistanceToList(distList, 200.0f*factor);
225                    addLodDistanceToList(distList, 230.0f*factor);
226                    addLodDistanceToList(distList, 250.0f*factor);
227                    addLodDistanceToList(distList, 270.0f*factor);
228                    addLodDistanceToList(distList, 290.0f*factor);
229                    addLodDistanceToList(distList, 310.0f*factor);
230                    addLodDistanceToList(distList, 330.0f*factor);
231                    while(distList.size()>this->numLodLevels_)
232                        distList.pop_back();
233
234
235                    //Generiert LOD-Levels
236#if OGRE_VERSION >= 0x010900
237                    Ogre::LodConfig config;
238                    config.mesh = this->mesh_.getEntity()->getMesh();
239                    config.levels = distList;
240                    config.strategy = Ogre::DistanceLodSphereStrategy::getSingletonPtr();
241
242                    Ogre::ProgressiveMeshGenerator generator;
243                    generator.generateLodLevels(config);
244#elif OGRE_VERSION >= 0x010800
245                    Ogre::ProgressiveMesh::generateLodLevels(this->mesh_.getEntity()->getMesh().get(), distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL,
246                        this->lodReductionRate_);
247#else
248                    this->mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_);
249#endif
250                }
251                else
252                {
253                    std::string what;
254                    if(lodLevel_>5)
255                        what = ">5";
256                    else
257                        what = "<0";
258
259                    orxout(verbose, context::lod) << "LodLevel not set because lodLevel(" << lodLevel_ << ") was " << what << "." << endl;
260                }
261            }
262            else
263                orxout(verbose, context::lod) << "LodLevel for " << this->meshSrc_ << " not set because is disabled." << endl;
264        }
265#endif
266    }
267
268    template <class T>
269    void Model::addLodDistanceToList(T& list, float distance)
270    {
271#if OGRE_VERSION >= 0x010900
272        list.push_back({distance, Ogre::LodLevel::VRM_COLLAPSE_COST, this->lodReductionRate_, 0, false});
273#else
274        list.push_back(distance);
275#endif
276    }
277}
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