PrimeWorldEditor/src/Core/Resource/Model/CStaticModel.cpp

239 lines
6.5 KiB
C++

#include "CStaticModel.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include "Core/OpenGL/GLCommon.h"
CStaticModel::CStaticModel()
: CBasicModel(nullptr)
, mpMaterial(nullptr)
, mTransparent(false)
{
}
CStaticModel::CStaticModel(CMaterial *pMat)
: CBasicModel()
, mpMaterial(pMat)
, mTransparent((pMat->Options() & EMaterialOption::Transparent) != 0)
{
}
CStaticModel::~CStaticModel()
{
}
void CStaticModel::AddSurface(SSurface *pSurface)
{
mSurfaces.push_back(pSurface);
mAABox.ExpandBounds(pSurface->AABox);
mVertexCount += pSurface->VertexCount;
mTriangleCount += pSurface->TriangleCount;
}
void CStaticModel::BufferGL()
{
if (!mBuffered)
{
mVBO.Clear();
mIBOs.clear();
for (uint32 iSurf = 0; iSurf < mSurfaces.size(); iSurf++)
{
SSurface *pSurf = mSurfaces[iSurf];
uint16 VBOStartOffset = (uint16) mVBO.Size();
mVBO.Reserve((uint16) pSurf->VertexCount);
for (uint32 iPrim = 0; iPrim < pSurf->Primitives.size(); iPrim++)
{
SSurface::SPrimitive *pPrim = &pSurf->Primitives[iPrim];
CIndexBuffer *pIBO = InternalGetIBO(pPrim->Type);
pIBO->Reserve(pPrim->Vertices.size() + 1); // Allocate enough space for this primitive, plus the restart index
// Next step: add new vertices to the VBO and create a small index buffer for the current primitive
std::vector<uint16> Indices(pPrim->Vertices.size());
for (uint32 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 EPrimitiveType::Triangles:
pIBO->TrianglesToStrips(Indices.data(), Indices.size());
break;
case EPrimitiveType::TriangleFan:
pIBO->FansToStrips(Indices.data(), Indices.size());
break;
case EPrimitiveType::Quads:
pIBO->QuadsToStrips(Indices.data(), Indices.size());
break;
default:
pIBO->AddIndices(Indices.data(), Indices.size());
pIBO->AddIndex(0xFFFF); // primitive restart
break;
}
}
// Make sure the number of submesh offset vectors matches the number of IBOs, then add the offsets
while (mIBOs.size() > mSurfaceEndOffsets.size())
mSurfaceEndOffsets.emplace_back(std::vector<uint32>(mSurfaces.size()));
for (uint32 iIBO = 0; iIBO < mIBOs.size(); iIBO++)
mSurfaceEndOffsets[iIBO][iSurf] = mIBOs[iIBO].GetSize();
}
mVBO.Buffer();
for (uint32 iIBO = 0; iIBO < mIBOs.size(); iIBO++)
mIBOs[iIBO].Buffer();
mBuffered = true;
}
}
void CStaticModel::GenerateMaterialShaders()
{
if (mpMaterial)
mpMaterial->GenerateShader(false);
}
void CStaticModel::ClearGLBuffer()
{
mVBO.Clear();
mIBOs.clear();
mSurfaceEndOffsets.clear();
mBuffered = false;
}
void CStaticModel::Draw(FRenderOptions Options)
{
if (!mBuffered) BufferGL();
mVBO.Bind();
glLineWidth(1.f);
auto DoDraw = [this]()
{
// Draw IBOs
for (uint32 iIBO = 0; iIBO < mIBOs.size(); iIBO++)
{
CIndexBuffer *pIBO = &mIBOs[iIBO];
pIBO->Bind();
glDrawElements(pIBO->GetPrimitiveType(), pIBO->GetSize(), GL_UNSIGNED_SHORT, (void*) 0);
pIBO->Unbind();
gDrawCount++;
}
};
// Bind material
if ((Options & ERenderOption::NoMaterialSetup) == 0)
{
for (CMaterial* passMat = mpMaterial; passMat; passMat = passMat->GetNextDrawPass())
{
passMat->SetCurrent(Options);
DoDraw();
}
}
else
{
DoDraw();
}
mVBO.Unbind();
}
void CStaticModel::DrawSurface(FRenderOptions Options, uint32 Surface)
{
if (!mBuffered) BufferGL();
mVBO.Bind();
glLineWidth(1.f);
auto DoDraw = [this, Surface]()
{
for (uint32 iIBO = 0; iIBO < mIBOs.size(); iIBO++)
{
// Since there is a shared IBO for every mesh, we need two things to draw a single one: an offset and a size
uint32 Offset = 0;
if (Surface > 0) Offset = mSurfaceEndOffsets[iIBO][Surface - 1];
uint32 Size = mSurfaceEndOffsets[iIBO][Surface] - Offset;
if (!Size) continue; // The chosen submesh doesn't use this IBO
// Now we have both, so we can draw
mIBOs[iIBO].DrawElements(Offset, Size);
gDrawCount++;
}
};
// Bind material
if ((Options & ERenderOption::NoMaterialSetup) == 0)
{
for (CMaterial* passMat = mpMaterial; passMat; passMat = passMat->GetNextDrawPass())
{
passMat->SetCurrent(Options);
DoDraw();
}
}
else
{
DoDraw();
}
mVBO.Unbind();
}
void CStaticModel::DrawWireframe(FRenderOptions Options, CColor WireColor /*= CColor::skWhite*/)
{
if (!mBuffered) BufferGL();
// Set up wireframe
WireColor.A = 0;
CDrawUtil::UseColorShader(WireColor);
Options |= ERenderOption::NoMaterialSetup;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBlendFunc(GL_ONE, GL_ZERO);
// Draw surfaces
for (uint32 iSurf = 0; iSurf < mSurfaces.size(); iSurf++)
DrawSurface(Options, iSurf);
// Cleanup
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
CMaterial* CStaticModel::GetMaterial()
{
return mpMaterial;
}
void CStaticModel::SetMaterial(CMaterial *pMat)
{
mpMaterial = pMat;
mTransparent = pMat->Options().HasFlag(EMaterialOption::Transparent);
}
bool CStaticModel::IsTransparent()
{
return mTransparent;
}
bool CStaticModel::IsOccluder()
{
return mpMaterial->Options().HasFlag(EMaterialOption::Occluder);
}
CIndexBuffer* CStaticModel::InternalGetIBO(EPrimitiveType Primitive)
{
GLenum type = GXPrimToGLPrim(Primitive);
for (uint32 iIBO = 0; iIBO < mIBOs.size(); iIBO++)
{
if (mIBOs[iIBO].GetPrimitiveType() == type)
return &mIBOs[iIBO];
}
mIBOs.emplace_back(CIndexBuffer(type));
return &mIBOs.back();
}