PrimeWorldEditor/Resource/model/CModel.cpp

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#include "CModel.h"
#include <Core/CRenderer.h>
#include <OpenGL/GLCommon.h>
CModel::CModel() : CBasicModel()
{
mHasOwnMaterials = true;
mHasOwnSurfaces = true;
mVertexCount = 0;
mTriangleCount = 0;
}
CModel::CModel(CMaterialSet *pSet, bool ownsMatSet)
{
mHasOwnMaterials = ownsMatSet;
mHasOwnSurfaces = true;
mVertexCount = 0;
mTriangleCount = 0;
mMaterialSets.resize(1);
mMaterialSets[0] = pSet;
}
CModel::~CModel()
{
if (mHasOwnMaterials)
for (u32 m = 0; m < mMaterialSets.size(); m++)
delete mMaterialSets[m];
}
void CModel::BufferGL()
{
mVBO.Clear();
mSubmeshIndexBuffers.clear();
mSubmeshIndexBuffers.resize(mSurfaces.size());
for (u32 iSurf = 0; iSurf < mSurfaces.size(); iSurf++)
{
SSurface *pSurf = mSurfaces[iSurf];
u16 VBOStartOffset = (u16) mVBO.Size();
mVBO.Reserve((u16) pSurf->VertexCount);
for (u32 iPrim = 0; iPrim < pSurf->Primitives.size(); iPrim++)
{
SSurface::SPrimitive *pPrim = &pSurf->Primitives[iPrim];
CIndexBuffer *pIBO = InternalGetIBO(iSurf, pPrim->Type);
pIBO->Reserve(pPrim->Vertices.size() + 1); // Allocate enough space for this primitive, plus the restart index
std::vector<u16> Indices(pPrim->Vertices.size());
for (u32 iVert = 0; iVert < pPrim->Vertices.size(); iVert++)
Indices[iVert] = mVBO.AddIfUnique(pPrim->Vertices[iVert], VBOStartOffset);
// then add the indices to the IBO. We convert some primitives to strips to minimize draw calls.
switch (pPrim->Type) {
case eGX_Triangles:
pIBO->TrianglesToStrips(Indices.data(), Indices.size());
break;
case eGX_TriangleFan:
pIBO->FansToStrips(Indices.data(), Indices.size());
break;
case eGX_Quads:
pIBO->QuadsToStrips(Indices.data(), Indices.size());
break;
default:
pIBO->AddIndices(Indices.data(), Indices.size());
pIBO->AddIndex(0xFFFF); // primitive restart
break;
}
}
}
mBuffered = true;
}
void CModel::ClearGLBuffer()
{
mVBO.Clear();
mSubmeshIndexBuffers.clear();
mBuffered = false;
}
void CModel::Draw(ERenderOptions Options, u32 MatSet)
{
if (!mBuffered) BufferGL();
for (u32 iSurf = 0; iSurf < mSurfaces.size(); iSurf++)
DrawSurface(Options, iSurf, MatSet);
}
void CModel::DrawSurface(ERenderOptions Options, u32 Surface, u32 MatSet)
{
if (!mBuffered) BufferGL();
// Check that mat set index is valid
if (MatSet >= mMaterialSets.size())
MatSet = mMaterialSets.size() - 1;
// Bind material
SSurface *pSurf = mSurfaces[Surface];
CMaterial *pMat = mMaterialSets[MatSet]->MaterialByIndex(pSurf->MaterialID);
if ((Options & eNoMaterialSetup) == 0)
{
if ((!(Options & eEnableOccluders)) && (pMat->Options() & CMaterial::eOccluder))
return;
pMat->SetCurrent(Options);
}
// Draw IBOs
mVBO.Bind();
glLineWidth(1.f);
for (u32 iIBO = 0; iIBO < mSubmeshIndexBuffers[Surface].size(); iIBO++)
{
CIndexBuffer *pIBO = &mSubmeshIndexBuffers[Surface][iIBO];
pIBO->DrawElements();
}
mVBO.Unbind();
}
u32 CModel::GetMatSetCount()
{
return mMaterialSets.size();
}
u32 CModel::GetMatCount()
{
if (mMaterialSets.empty()) return 0;
else return mMaterialSets[0]->NumMaterials();
}
CMaterialSet* CModel::GetMatSet(u32 MatSet)
{
return mMaterialSets[MatSet];
}
CMaterial* CModel::GetMaterialByIndex(u32 MatSet, u32 Index)
{
if (MatSet >= mMaterialSets.size())
MatSet = mMaterialSets.size() - 1;
if (GetMatCount() == 0)
return nullptr;
return mMaterialSets[MatSet]->MaterialByIndex(Index);
}
CMaterial* CModel::GetMaterialBySurface(u32 MatSet, u32 Surface)
{
return GetMaterialByIndex(MatSet, mSurfaces[Surface]->MaterialID);
}
bool CModel::HasTransparency(u32 MatSet)
{
if (MatSet >= mMaterialSets.size())
MatSet = mMaterialSets.size() - 1;
for (u32 iMat = 0; iMat < mMaterialSets[MatSet]->NumMaterials(); iMat++)
if (mMaterialSets[MatSet]->MaterialByIndex(iMat)->Options() & CMaterial::eTransparent ) return true;
return false;
}
bool CModel::IsSurfaceTransparent(u32 Surface, u32 MatSet)
{
if (MatSet >= mMaterialSets.size())
MatSet = mMaterialSets.size() - 1;
u32 matID = mSurfaces[Surface]->MaterialID;
return (mMaterialSets[MatSet]->MaterialByIndex(matID)->Options() & CMaterial::eTransparent) != 0;
}
CIndexBuffer* CModel::InternalGetIBO(u32 Surface, EGXPrimitiveType Primitive)
{
std::vector<CIndexBuffer> *pIBOs = &mSubmeshIndexBuffers[Surface];
GLenum Type = GXPrimToGLPrim(Primitive);
for (u32 iIBO = 0; iIBO < pIBOs->size(); iIBO++)
{
if ((*pIBOs)[iIBO].GetPrimitiveType() == Type)
return &(*pIBOs)[iIBO];
}
pIBOs->emplace_back(CIndexBuffer(Type));
return &pIBOs->back();
}