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source: code/trunk/src/orxonox/graphics/Model.cc @ 11663

Last change on this file since 11663 was 11080, checked in by landauf, 9 years ago

merged shaders back to trunk (pps project from HS 2012)

  • Property svn:eol-style set to native
File size: 9.4 KB
RevLine 
[2072]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
[3196]29#include "Model.h"
[2072]30
[2662]31#include <OgreEntity.h>
[9675]32#include <OgreProgressiveMesh.h>
[3196]33
34#include "core/CoreIncludes.h"
[9667]35#include "core/config/ConfigValueIncludes.h"
[2896]36#include "core/GameMode.h"
[2072]37#include "core/XMLPort.h"
[5735]38#include "Scene.h"
[11080]39#include "RenderQueueListener.h"
[7163]40#include "graphics/MeshLodInformation.h"
41#include "Level.h"
[2072]42
43namespace orxonox
44{
[9667]45    RegisterClass(Model);
[2072]46
[9667]47    Model::Model(Context* context) :
[11080]48        StaticEntity(context), bCastShadows_(true), renderQueueGroup_(RENDER_QUEUE_MAIN), lodLevel_(5), bLodEnabled_(true), numLodLevels_(10), lodReductionRate_(.15f)
[2072]49    {
50        RegisterObject(Model);
51
[7166]52        this->setConfigValues();
[2072]53        this->registerVariables();
54    }
55
56    Model::~Model()
57    {
58        if (this->isInitialized() && this->mesh_.getEntity())
[2662]59            this->detachOgreObject(this->mesh_.getEntity());
[2072]60    }
61
[7166]62    void Model::setConfigValues()
63    {
[8079]64        SetConfigValueExternal(bGlobalEnableLod_, "GraphicsSettings", "enableMeshLoD", true)
[7166]65            .description("Enable level of detail for models");
66    }
67
[2072]68    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(Model, XMLPort, xmlelement, mode);
71
[7163]72        XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode);
73
[2072]74        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
[11080]75        XMLPortParam(Model, "renderQueueGroup", setRenderQueueGroup, getRenderQueueGroup, xmlelement, mode);
76        XMLPortParam(Model, "material", setMaterial, getMaterial, xmlelement, mode);
[2072]77        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
78    }
[11080]79   
80    /**
81    @brief
82        This function turns a string from XML Port into a usable ID for the rendering system
83        It defaults to the main queue if the group isn't recognized.
84       
85    @param renderQueueGroup
86        This is a string representing the render queue group. Accepted values:
87        'main', 'stencil glow', 'stencil object'
88    */
89    const unsigned int Model::getRenderQueueGroupID(const std::string& renderQueueGroup) const
90    {
91        if(renderQueueGroup.compare("stencil glow")==0)
92        {
93            return RENDER_QUEUE_STENCIL_GLOW;
94        }
95        if(renderQueueGroup.compare("stencil object")==0)
96        {
97            return RENDER_QUEUE_STENCIL_OBJECTS;
98        }
99        return RENDER_QUEUE_MAIN;
100    }
[2072]101
102    void Model::registerVariables()
103    {
[3280]104        registerVariable(this->meshSrc_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMesh));
[11080]105        registerVariable(this->renderQueueGroup_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedRenderQueueGroup));
106        registerVariable(this->materialName_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMaterial));
[3280]107        registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedShadows));
[2072]108    }
109
[7163]110    float Model::getBiggestScale(Vector3 scale3d)
111    {
112        float scaleFactor = scale3d.x;
113        if(scale3d.y>scaleFactor)
114            scaleFactor = scale3d.y;
115        if(scale3d.z>scaleFactor)
116            scaleFactor = scale3d.z;
117        return scaleFactor;
118    }
119
[2072]120    void Model::changedMesh()
121    {
[2896]122        if (GameMode::showsGraphics())
[2662]123        {
124            if (this->mesh_.getEntity())
125                this->detachOgreObject(this->mesh_.getEntity());
[2072]126
[2662]127            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
[2072]128
[2662]129            if (this->mesh_.getEntity())
130            {
131                this->attachOgreObject(this->mesh_.getEntity());
132                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
[11080]133                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
[2662]134                this->mesh_.setVisible(this->isVisible());
[7163]135
[7166]136                if (this->bGlobalEnableLod_)
137                    this->enableLod();
138            }
139        }
140    }
[7163]141
[11080]142    void Model::changedRenderQueueGroup()
143    {
144        if (GameMode::showsGraphics())
145        {
146            if (this->mesh_.getEntity())
147            {
148                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
149            }
150        }
151    }
152
153    void Model::changedMaterial()
154    {
155        this->mesh_.setMaterial(this->materialName_);
156    }
157
[7166]158    void Model::changedShadows()
159    {
160        this->mesh_.setCastShadows(this->bCastShadows_);
161    }
[7163]162
[7166]163    void Model::changedVisibility()
164    {
165        SUPER(Model, changedVisibility);
[7163]166
[7166]167        this->mesh_.setVisible(this->isVisible());
168    }
[7163]169
[7166]170    void Model::enableLod()
171    {
[10728]172#if defined(ORXONOX_COMPILER_MSVC) && OGRE_VERSION >= 0x010800 && OGRE_VERSION < 0x010900
173        // disable LOD for MSVC and ogre version 1.8 because it leads to crashes
174#else
[7166]175        //LOD
176        if( this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 )
177        {
178            Level* level = this->getLevel();
[7163]179
[11071]180            assert( level != nullptr );
[7163]181
[7166]182            MeshLodInformation* lodInfo = level->getLodInfo(this->meshSrc_);
183            if( lodInfo )
184            {
185                setLodLevel(lodInfo->getLodLevel());
186                this->bLodEnabled_ = lodInfo->getEnabled();
187                this->numLodLevels_ = lodInfo->getNumLevels();
188                this->lodReductionRate_ = lodInfo->getReductionRate();
189            }
190            if( this->numLodLevels_>10 )
191            {
[8858]192                orxout(internal_warning, context::lod) << "More than 10 LoD levels requested. Creating only 10." << endl;
[7166]193                this->numLodLevels_ = 10;
194            }
195            if( this->bLodEnabled_ )
196            {
197                float volume = this->mesh_.getEntity()->getBoundingBox().volume();
198/*
199                float scaleFactor = 1;
200
201                BaseObject* creatorPtr = this;
202
[11071]203                while(creatorPtr!=nullptr&&orxonox_cast<WorldEntity*>(creatorPtr))
[7166]204                {
205                    scaleFactor *= getBiggestScale(((WorldEntity*) creatorPtr)->getScale3D());
206                    creatorPtr = creatorPtr->getCreator();
207                }
[8858]208                orxout() << "name: " << this->meshSrc_ << "scaleFactor: " << scaleFactor << ", volume: " << volume << endl;
[7166]209*/
[8858]210                orxout(verbose, context::lod) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and volume: "<< volume << ":" << endl;
[7166]211
[9675]212#if OGRE_VERSION >= 0x010800
213                Ogre::ProgressiveMesh::LodValueList distList;
214#elif OGRE_VERSION >= 0x010700
[7166]215                Ogre::Mesh::LodValueList distList;
[7163]216#else
[7166]217                Ogre::Mesh::LodDistanceList distList;
[7163]218#endif
219
[7166]220                if( lodLevel_>0 )
221                {
222//                    float factor = scaleFactor*5/lodLevel_;
223                    float factor = pow(volume, 2.0f / 3.0f) * 15.0f / lodLevel_;
[7163]224
[8858]225                    orxout(verbose, context::lod) << "LodLevel set with factor: " << factor << endl;
[7163]226
[7166]227                    distList.push_back(70.0f*factor);
228                    distList.push_back(140.0f*factor);
229                    distList.push_back(170.0f*factor);
230                    distList.push_back(200.0f*factor);
231                    distList.push_back(230.0f*factor);
232                    distList.push_back(250.0f*factor);
233                    distList.push_back(270.0f*factor);
234                    distList.push_back(290.0f*factor);
235                    distList.push_back(310.0f*factor);
236                    distList.push_back(330.0f*factor);
237                    while(distList.size()>this->numLodLevels_)
238                        distList.pop_back();
[7163]239
240
[7166]241                    //Generiert LOD-Levels
[9675]242#if OGRE_VERSION >= 0x010800
243                    Ogre::ProgressiveMesh::generateLodLevels(this->mesh_.getEntity()->getMesh().get(), distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL,
244                        this->lodReductionRate_);
245#else
[7166]246                    this->mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_);
[9675]247#endif
[7166]248                }
249                else
250                {
251                    std::string what;
252                    if(lodLevel_>5)
253                        what = ">5";
254                    else
255                        what = "<0";
[7163]256
[8858]257                    orxout(verbose, context::lod) << "LodLevel not set because lodLevel(" << lodLevel_ << ") was " << what << "." << endl;
[7163]258                }
[2662]259            }
[7166]260            else
[8858]261                orxout(verbose, context::lod) << "LodLevel for " << this->meshSrc_ << " not set because is disabled." << endl;
[2072]262        }
[10728]263#endif
[2072]264    }
265}
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