#include "CStaticNode.h" #include "Core/Render/CGraphics.h" #include "Core/Render/CDrawUtil.h" #include "Core/Render/CRenderer.h" #include CStaticNode::CStaticNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CStaticModel *pModel) : CSceneNode(pScene, NodeID, pParent) , mpModel(pModel) { mLocalAABox = mpModel->AABox(); mScale = CVector3f::skOne; SetName("Static Node"); } ENodeType CStaticNode::NodeType() { return eStaticNode; } void CStaticNode::PostLoad() { if (mpModel) { mpModel->BufferGL(); mpModel->GenerateMaterialShaders(); } } void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo) { if (!mpModel) return; if (mpModel->IsOccluder()) return; if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return; if (!mpModel->IsTransparent()) pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh); else { u32 NumSurfaces = mpModel->GetSurfaceCount(); for (u32 iSurf = 0; iSurf < NumSurfaces; iSurf++) { CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()); if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox)) pRenderer->AddTransparentMesh(this, iSurf, TransformedBox, eDrawMesh); } } if (mSelected && !rkViewInfo.GameMode) pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection); } void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo) { if (!mpModel) return; bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || rkViewInfo.GameMode; bool UseWhiteAmbient = (mpModel->GetMaterial()->Options() & CMaterial::eDrawWhiteAmbientDKCR) != 0; if (IsLightingEnabled) { CGraphics::sNumLights = 0; CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::skWhite : CColor::skBlack; CGraphics::sPixelBlock.LightmapMultiplier = 1.0f; CGraphics::UpdateLightBlock(); } else { LoadLights(rkViewInfo); if (CGraphics::sLightMode == CGraphics::eNoLighting || UseWhiteAmbient) CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite; } float Mul = CGraphics::sWorldLightMultiplier; CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul); CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo); LoadModelMatrix(); if (ComponentIndex < 0) mpModel->Draw(Options); else mpModel->DrawSurface(Options, ComponentIndex); } void CStaticNode::DrawSelection() { if (!mpModel) return; LoadModelMatrix(); mpModel->DrawWireframe(eNoRenderOptions, WireframeColor()); } void CStaticNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/) { if ((!mpModel) || (mpModel->IsOccluder())) return; const CRay& rkRay = rTester.Ray(); std::pair BoxResult = AABox().IntersectsRay(rkRay); if (BoxResult.first) { for (u32 iSurf = 0; iSurf < mpModel->GetSurfaceCount(); iSurf++) { std::pair SurfResult = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(rkRay); if (SurfResult.first) rTester.AddNode(this, iSurf, SurfResult.second); } } } SRayIntersection CStaticNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo) { SRayIntersection Out; Out.pNode = this; Out.ComponentIndex = AssetID; CRay TransformedRay = rkRay.Transformed(Transform().Inverse()); FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions(); std::pair Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & eEnableBackfaceCull) == 0)); if (Result.first) { Out.Hit = true; CVector3f HitPoint = TransformedRay.PointOnRay(Result.second); CVector3f WorldHitPoint = Transform() * HitPoint; Out.Distance = Math::Distance(rkRay.Origin(), WorldHitPoint); } else Out.Hit = false; return Out; }