#include "CStaticNode.h" #include "Core/Render/CGraphics.h" #include "Core/Render/CDrawUtil.h" #include "Core/Render/CRenderer.h" #include CStaticNode::CStaticNode(CScene *pScene, uint32 NodeID, CSceneNode *pParent, CStaticModel *pModel) : CSceneNode(pScene, NodeID, pParent) , mpModel(pModel) { mLocalAABox = mpModel->AABox(); mScale = CVector3f::One(); SetName("Static Node"); } ENodeType CStaticNode::NodeType() { return ENodeType::Static; } 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->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawMesh); } else { const size_t NumSurfaces = mpModel->GetSurfaceCount(); for (uint32 iSurf = 0; iSurf < NumSurfaces; iSurf++) { CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()); if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox)) pRenderer->AddMesh(this, iSurf, TransformedBox, true, ERenderCommand::DrawMesh); } } if (mSelected && !rkViewInfo.GameMode) pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection); } void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand /*Command*/, const SViewInfo& rkViewInfo) { if (!mpModel) return; bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::ELightingMode::World || rkViewInfo.GameMode; bool UseWhiteAmbient = (mpModel->GetMaterial()->Options() & EMaterialOption::DrawWhiteAmbientDKCR) != 0; if (IsLightingEnabled) { CGraphics::sNumLights = 0; CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::TransparentWhite() : CColor::TransparentBlack(); CGraphics::sVertexBlock.COLOR0_Mat = CColor::Black(); CGraphics::sPixelBlock.LightmapMultiplier = 1.0f; CGraphics::UpdateLightBlock(); } else { LoadLights(rkViewInfo); if (CGraphics::sLightMode == CGraphics::ELightingMode::None || UseWhiteAmbient) CGraphics::sVertexBlock.COLOR0_Amb = CColor::TransparentWhite(); CGraphics::sVertexBlock.COLOR0_Mat = CColor::White(); } float Mul = CGraphics::sWorldLightMultiplier; CGraphics::sPixelBlock.SetAllTevColors(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(ERenderOption::None, WireframeColor()); } void CStaticNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/) { if (!mpModel || mpModel->IsOccluder()) return; const CRay& rkRay = rTester.Ray(); const std::pair BoxResult = AABox().IntersectsRay(rkRay); if (!BoxResult.first) return; for (uint32 iSurf = 0; iSurf < mpModel->GetSurfaceCount(); iSurf++) { const auto [intersects, distance] = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(rkRay); if (intersects) rTester.AddNode(this, iSurf, distance); } } SRayIntersection CStaticNode::RayNodeIntersectTest(const CRay& rkRay, uint32 AssetID, const SViewInfo& rkViewInfo) { SRayIntersection Out; Out.pNode = this; Out.ComponentIndex = AssetID; const CRay TransformedRay = rkRay.Transformed(Transform().Inverse()); const FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions(); const auto [intersects, distance] = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & ERenderOption::EnableBackfaceCull) == 0)); if (intersects) { Out.Hit = true; const CVector3f HitPoint = TransformedRay.PointOnRay(distance); const CVector3f WorldHitPoint = Transform() * HitPoint; Out.Distance = Math::Distance(rkRay.Origin(), WorldHitPoint); } else { Out.Hit = false; } return Out; }