1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111
|
#pragma once
#include "ispacepartition.h"
#include "irender.h"
#include "irenderable.h"
#include "math/Matrix4.h"
#include "math/AABB.h"
#include "render/RenderableColouredBoundingBoxes.h"
namespace render
{
/**
* greebo: This is a renderable helper object which can be used
* to render any space partition system implementing the ISPacepartitionSystem interface.
*
* Instantiate such a class and pass the Shader and the SpacePartition system to the
* setShader() and setSpacePartition() methods to enable rendering.
*
* This object can be directly attached to the GlobalRenderSystem().
*/
class RenderableSpacePartition :
public Renderable
{
private:
// The shader we're using
ShaderPtr _shader;
// The space partition to render
scene::ISpacePartitionSystemPtr _spacePartition;
std::vector<AABB> _spacePartitionNodes;
std::vector<Vector4> _nodeColours;
RenderableColouredBoundingBoxes _renderableBoxes;
public:
RenderableSpacePartition() :
_renderableBoxes(_spacePartitionNodes, _nodeColours)
{}
void setSpacePartition(const scene::ISpacePartitionSystemPtr& spacePartition)
{
_spacePartition = spacePartition;
}
void onPreRender(const VolumeTest& volume) override
{
if (!_spacePartition)
{
_renderableBoxes.clear();
return;
}
// Accumulate the bounding boxes to render
_spacePartitionNodes.clear();
_nodeColours.clear();
accumulateBoundingBoxes(_spacePartition->getRoot());
// Update the renderable every frame
_renderableBoxes.queueUpdate();
_renderableBoxes.update(_shader);
}
void renderHighlights(IRenderableCollector& collector, const VolumeTest& volume) override
{}
void setRenderSystem(const RenderSystemPtr& renderSystem) override
{
_renderableBoxes.clear();
if (renderSystem)
{
_shader = renderSystem->capture("[1 0 0]");
}
else
{
_shader.reset();
}
}
std::size_t getHighlightFlags() override
{
return Highlight::NoHighlight; // never highlighted
}
private:
void accumulateBoundingBoxes(const scene::ISPNodePtr& node)
{
const auto& members = node->getMembers();
float shade = members.size() > 2 ? 1 : (members.size() > 0 ? 0.6f : 0);
_nodeColours.emplace_back(shade, shade, shade, 1);
AABB rb(node->getBounds());
// Extend the renderbounds *slightly* so that the lines don't overlap
rb.extents *= 1.02f;
_spacePartitionNodes.push_back(rb);
for (auto child : node->getChildNodes())
{
accumulateBoundingBoxes(child);
}
}
};
} // namespace
|