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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2012/07/04)
#include "SortedCube.h"
#include "Wm5Environment.h"
#include "Wm5Texture2DEffect.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, Node, SortedCube);
WM5_IMPLEMENT_STREAM(SortedCube);
WM5_IMPLEMENT_FACTORY(SortedCube);
//----------------------------------------------------------------------------
SortedCube::SortedCube (Camera* camera,
const std::string& xpName, const std::string& xmName,
const std::string& ypName, const std::string& ymName,
const std::string& zpName, const std::string& zmName)
:
mCamera(camera),
mBackFacing(0)
{
// Texture effect shared by all faces.
Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);
Texture2D* texture;
// Child nodes have textures with some alpha values smaller than 1.
AlphaState* astate = effect->GetAlphaState(0, 0);
astate->BlendEnabled = true;
// No culling (all faces drawn).
CullState* cstate = effect->GetCullState(0, 0);
cstate->Enabled = false;
// Depth buffering writes, but no reads (for transparency).
DepthState* dstate = effect->GetDepthState(0, 0);
dstate->Enabled = false;
dstate->Writable = true;
// All faces share the same vertex and index buffers.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(-1.0f, -1.0f, 0.0f);
vba.Position<Float3>(1) = Float3( 1.0f, -1.0f, 0.0f);
vba.Position<Float3>(2) = Float3( 1.0f, 1.0f, 0.0f);
vba.Position<Float3>(3) = Float3(-1.0f, 1.0f, 0.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
// The six TriMesh children of this object are initially stored in the
// order: x=1 face, x=-1 face, y=1 face, y=-1 face, z=1 face, z=-1 face.
// xp face (x = 1)
mFace[0] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[0]->LocalTransform.SetRotate(HMatrix(AVector::UNIT_Y,
Mathf::HALF_PI));
mFace[0]->LocalTransform.SetTranslate(APoint(1.0f, 0.0f, 0.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(xpName));
mFace[0]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[0]);
// xm face (x = -1)
mFace[1] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[1]->LocalTransform.SetRotate(HMatrix(AVector::UNIT_Y,
-Mathf::HALF_PI));
mFace[1]->LocalTransform.SetTranslate(APoint(-1.0f, 0.0f, 0.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(xmName));
mFace[1]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[1]);
// yp face (y = 1)
mFace[2] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[2]->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
-Mathf::HALF_PI));
mFace[2]->LocalTransform.SetTranslate(APoint(0.0f, 1.0f, 0.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(ypName));
mFace[2]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[2]);
// ym face (y = -1)
mFace[3] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[3]->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
Mathf::HALF_PI));
mFace[3]->LocalTransform.SetTranslate(APoint(0.0f, -1.0f, 0.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(ymName));
mFace[3]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[3]);
// zp face (z = 1)
mFace[4] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[4]->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 1.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(zpName));
mFace[4]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[4]);
// zm face (z = -1)
mFace[5] = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace[5]->LocalTransform.SetRotate(HMatrix(AVector::UNIT_Y,
Mathf::PI));
mFace[5]->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, -1.0f));
texture = Texture2D::LoadWMTF(Environment::GetPathR(zmName));
mFace[5]->SetEffectInstance(effect->CreateInstance(texture));
AttachChild(mFace[5]);
}
//----------------------------------------------------------------------------
SortedCube::~SortedCube ()
{
}
//----------------------------------------------------------------------------
void SortedCube::SetCamera (Camera* camera)
{
mCamera = camera;
}
//----------------------------------------------------------------------------
void SortedCube::SortFaces ()
{
// Must have a camera for sorting.
if (!mCamera)
{
return;
}
// Inverse transform the camera world view direction into the model space
// of the cube.
AVector modelDVector = WorldTransform.Inverse()*mCamera->GetDVector();
// Test for back faces.
int newBackFacing = 0, numBackFacing = 0;
// Test xp face.
if (modelDVector.X() > 0.0f)
{
newBackFacing |= 1;
++numBackFacing;
}
// Test xm face.
if (modelDVector.X() < 0.0f)
{
newBackFacing |= 2;
++numBackFacing;
}
// Test yp face.
if (modelDVector.Y() > 0.0f)
{
newBackFacing |= 4;
++numBackFacing;
}
// Test ym face.
if (modelDVector.Y() < 0.0f)
{
newBackFacing |= 8;
++numBackFacing;
}
// Test zp face.
if (modelDVector.Z() > 0.0f)
{
newBackFacing |= 16;
++numBackFacing;
}
// Test zm face.
if (modelDVector.Z() < 0.0f)
{
newBackFacing |= 32;
++numBackFacing;
}
if (newBackFacing != mBackFacing)
{
// Resorting is needed. Reassign the sorted children to the node
// parent. Back-facing children go first, front-facing second.
mBackFacing = newBackFacing;
// Detach old children.
int i;
for (i = 0; i < 6; ++i)
{
SetChild(i, 0);
}
// Attach new children.
int bStart = 0, fStart = numBackFacing, mask;
for (i = 0, mask = 1; i < 6; ++i, mask <<= 1)
{
if (mBackFacing & mask)
{
SetChild(bStart++, mFace[i]);
}
else
{
SetChild(fStart++, mFace[i]);
}
}
}
}
//----------------------------------------------------------------------------
void SortedCube::GetVisibleSet (Culler& culler, bool noCull)
{
SortFaces();
Node::GetVisibleSet(culler, noCull);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Name support.
//----------------------------------------------------------------------------
Object* SortedCube::GetObjectByName (const std::string& name)
{
Object* found = Node::GetObjectByName(name);
if (found)
{
return found;
}
WM5_GET_OBJECT_BY_NAME(mCamera, name, found);
return 0;
}
//----------------------------------------------------------------------------
void SortedCube::GetAllObjectsByName (const std::string& name,
std::vector<Object*>& objects)
{
Node::GetAllObjectsByName(name, objects);
WM5_GET_ALL_OBJECTS_BY_NAME(mCamera, name, objects);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
SortedCube::SortedCube (LoadConstructor)
:
mCamera(0),
mBackFacing(0)
{
}
//----------------------------------------------------------------------------
void SortedCube::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Node::Load(source);
source.ReadPointer(mCamera);
WM5_END_DEBUG_STREAM_LOAD(SortedCube, source);
}
//----------------------------------------------------------------------------
void SortedCube::Link (InStream& source)
{
Node::Link(source);
source.ResolveLink(mCamera);
}
//----------------------------------------------------------------------------
void SortedCube::PostLink ()
{
Node::PostLink();
}
//----------------------------------------------------------------------------
bool SortedCube::Register (OutStream& target) const
{
if (Node::Register(target))
{
target.Register(mCamera);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void SortedCube::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Node::Save(target);
target.WritePointer(mCamera);
WM5_END_DEBUG_STREAM_SAVE(SortedCube, target);
}
//----------------------------------------------------------------------------
int SortedCube::GetStreamingSize () const
{
int size = Node::GetStreamingSize();
size += WM5_POINTERSIZE(mCamera);
return size;
}
//----------------------------------------------------------------------------
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