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scenenode.cpp
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scenenode.cpp
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#include "scenenode.h"
#include "tool.h"
#include "matrix3.h"
#include "camera.h"
#include <cassert>
UniqueIdGenerator<SceneNode::IdType> SceneNode::m_idGenerator;
UniqueIdGenerator<uint64> SceneNode::RenderBlock::m_idGenerator;
// The order of these fields must match the order found in the SortKey::Field enum
SceneNode::SortKey::FieldOption SceneNode::SortKey::m_fieldOption[SceneNode::SortKey::LAST] = {
{SceneNode::SortKey::HUD, 1},
{SceneNode::SortKey::DEPTH_TEST, 1},
{SceneNode::SortKey::SHADER, 4},
{SceneNode::SortKey::TEXTURE, 5}
};
SceneNode::SceneNode(const std::string& name) : m_parent(0), m_name(name), m_flags(FLAG_NONE), m_active(true), m_visible(true), m_position(0, 0, 0), m_rotation(0, 0, 0), m_scale(1.f, 1.f, 1.f)
{
#ifdef TAK_USE_BULLET_PHYSICS
m_rigidBody = 0;
#endif
m_id = m_idGenerator.Get();
if(m_name == "")
m_name = "noname";
std::cout << "Created node with id=" << GetId() << std::endl;
}
SceneNode::~SceneNode()
{
}
SceneNode::IdType SceneNode::GetId() const
{
return m_id;
}
const std::string& SceneNode::GetName() const
{
return m_name;
}
Material& SceneNode::GetMaterial()
{
return m_material;
}
void SceneNode::SetTexture(Texture* texture)
{
m_material.texture = texture;
}
Texture* SceneNode::GetTexture() const
{
return m_material.texture;
}
void SceneNode::SetShader(Shader* shader)
{
m_material.shader = shader;
}
Shader* SceneNode::GetShader() const
{
return m_material.shader;
}
void SceneNode::SetActive(bool v)
{
m_active = v;
}
bool SceneNode::IsActive() const
{
return m_active;
}
void SceneNode::SetVisible(bool v)
{
m_visible = v;
}
bool SceneNode::IsVisible() const
{
return m_visible;
}
void SceneNode::SetParent(SceneNode* node)
{
m_parent = node;
}
SceneNode* SceneNode::GetParent() const
{
return m_parent;
}
bool SceneNode::IsLeaf() const
{
return m_childs.size() == 0;
}
void SceneNode::AddChild(SceneNode* node)
{
node->SetParent(this);
m_childs.insert(node);
}
void SceneNode::RemoveChild(SceneNode* node)
{
m_childs.erase(node);
}
void SceneNode::SetPositionRelative(float x, float y, float z)
{
m_position.x += x;
m_position.y += y;
m_position.z += z;
}
void SceneNode::SetPositionRelative(const Vector3f& pos)
{
SetPositionRelative(pos.x, pos.y, pos.z);
}
void SceneNode::SetPositionAbsolute(float x, float y, float z)
{
m_position.x = x;
m_position.y = y;
m_position.z = z;
}
void SceneNode::SetPositionAbsolute(const Vector3f& pos)
{
SetPositionAbsolute(pos.x, pos.y, pos.z);
}
void SceneNode::SetRotationRelative(float x, float y, float z)
{
m_rotation.x += x;
m_rotation.y += y;
m_rotation.z += z;
}
void SceneNode::SetRotationRelative(const Vector3f& rot)
{
SetRotationRelative(rot.x, rot.y, rot.z);
}
void SceneNode::SetRotationAbsolute(float x, float y, float z)
{
m_rotation.x = x;
m_rotation.y = y;
m_rotation.z = z;
}
void SceneNode::SetRotationAbsolute(const Vector3f& rot)
{
SetRotationAbsolute(rot.x, rot.y, rot.z);
}
void SceneNode::SetScaleRelative(float x, float y, float z)
{
m_scale.x += x;
m_scale.y += y;
m_scale.z += z;
}
void SceneNode::SetScaleRelative(const Vector3f& scale)
{
SetScaleRelative(scale.x, scale.y, scale.z);
}
void SceneNode::SetScaleAbsolute(float x, float y, float z)
{
m_scale.x = x;
m_scale.y = y;
m_scale.z = z;
}
void SceneNode::SetScaleAbsolute(const Vector3f& scale)
{
SetScaleAbsolute(scale.x, scale.y, scale.z);
}
const Vector3f& SceneNode::GetPosition() const
{
return m_position;
}
float SceneNode::GetRotX() const
{
return m_rotation.x;
}
float SceneNode::GetRotY() const
{
return m_rotation.y;
}
float SceneNode::GetRotZ() const
{
return m_rotation.z;
}
#ifdef TAK_USE_BULLET_PHYSICS
RigidBody* SceneNode::AddToPhysic(float weight, const Vector3f& position)
{
// Nodes that can be added to physic should implement this method.
// Simply assert if it's not the case.
assert(false);
return 0;
}
RigidBody* SceneNode::GetBoundRigidBody()
{
return m_rigidBody;
}
bool SceneNode::IsBoundToRigidBody() const
{
return (m_rigidBody != 0);
}
#endif
void SceneNode::ShowGraph(bool useGraphviz) const
{
if(useGraphviz)
{
const std::string tmpFile("tmpgraphviz.gv");
std::ofstream file(tmpFile.c_str());
file << "digraph scenegraph {" << std::endl;
file << "size=\"6,6\";" << std::endl;
file << "node [color=black, shape=note];" << std::endl;
InternalShowGraphGraphviz(file, this);
file << "}" << std::endl;
system(("dot -Tpng -oscenegraph.png " + tmpFile).c_str());
}
else
InternalShowGraphConsole(this);
}
#ifdef TAK_USE_BULLET_PHYSICS
void SceneNode::BindToRigidBody(RigidBody* rigidBody)
{
m_rigidBody = rigidBody;
m_rigidBody->LinkWithNode(this);
}
#endif
void SceneNode::UpdateProjectionMatrix(Matrix4f& /*projection*/, Camera* /*camera*/)
{
// Bu default do nothing, but a derived node coule
// override this method to change the projection matrix
}
void SceneNode::UpdateModelviewMatrix(Matrix4f& /*modelview*/, Camera* /*camera*/)
{
// Bu default do nothing, but a derived node coule
// override this method to change the model view matrix
}
void SceneNode::SetFlag(FLAGS flag)
{
m_flags |= flag;
}
void SceneNode::UnsetFlag(FLAGS flag)
{
m_flags &= ~flag;
}
bool SceneNode::IsFlagSet(FLAGS flag)
{
return ((m_flags & flag) == flag);
}
void SceneNode::InternalShowGraphConsole(const SceneNode* node, int level) const
{
for(int i = 0; i < level; ++i)
std::cout << " ";
std::cout << "[" << node->GetId() << "] " << node->GetName() << std::endl;
for(ChildNodes::const_iterator it = node->m_childs.begin(); it != node->m_childs.end(); ++it)
InternalShowGraphConsole(*it, level + 1);
}
void SceneNode::InternalShowGraphGraphviz(std::ofstream& file, const SceneNode* node) const
{
for(ChildNodes::const_iterator it = node->m_childs.begin(); it != node->m_childs.end(); ++it)
{
SceneNode* child = *it;
file << "\"Name: " << node->GetName() << "\\nId: " << node->GetId() << "\" -> \"Name: " << child->GetName() << "\\nId: " << child->GetId() << "\";" << std::endl;
InternalShowGraphGraphviz(file, child);
}
}
bool SceneNode::InternalUpdate(float elapsedTime, SceneParams& params)
{
if(!IsActive())
return true;
#ifdef TAK_USE_BULLET_PHYSICS
if(IsBoundToRigidBody())
{
//std::cout << "SceneNode::InternalUpdate: " << m_rigidBody->GetRotation() << std::endl;
SetPositionAbsolute(m_rigidBody->GetPosition());
//Vector3f rotRad = m_rigidBody->GetRotation();
//SetRotationAbsolute(RADTODEG(rotRad.x), RADTODEG(rotRad.y), RADTODEG(rotRad.z));
SetRotationAbsolute(m_rigidBody->GetRotation());
}
#endif
if(!Update(elapsedTime, params))
return false;;
std::vector<SceneNode*> nodesToDelete;
for(ChildNodes::const_iterator it = m_childs.begin(); it != m_childs.end(); ++it)
{
if(!(*it)->InternalUpdate(elapsedTime, params))
nodesToDelete.push_back(*it);
}
for(int i = 0; i < nodesToDelete.size(); ++i)
{
SceneNode* node = nodesToDelete[i];
std::cout << "Automatically removing node and it's childs (id=" << node->GetId() << ")" << std::endl;
// Delete all childs recursively:
for(ChildNodes::const_iterator it = node->m_childs.begin(); it != node->m_childs.end(); ++it)
DeleteRecursively(*it);
RemoveChild(node);
// TODO all nodes should be allocated/freed using a factory
delete node;
}
return true;
}
void SceneNode::InternalPrepareRender(RenderList& renderList, Matrix4f projection, Matrix4f modelview, SceneParams& params)
{
if(!IsVisible())
return;
assert(params.GetDefaultShader());
assert(params.GetDefaultTexture());
modelview.ApplyTranslation(m_position.x, m_position.y, m_position.z);
modelview.ApplyRotation(m_rotation.x, 1.f, 0, 0);
modelview.ApplyRotation(m_rotation.y, 0, 1.f, 0);
modelview.ApplyRotation(m_rotation.z, 0, 0, 1.f);
modelview.ApplyScale(m_scale.x, m_scale.y, m_scale.z);
UpdateProjectionMatrix(projection, params.GetCamera());
UpdateModelviewMatrix(modelview, params.GetCamera());
Texture* texture = GetTexture();
Shader* shader = GetShader();
if(!texture)
texture = params.GetDefaultTexture();
assert(texture);
if(!shader)
shader = params.GetDefaultShader();
assert(shader);
SortKey key;
if(IsFlagSet(FLAG_HUD))
key.SetValue(SortKey::HUD, 1);
bool depthTest = !IsFlagSet(FLAG_NO_DEPTH_TEST);
if(!depthTest)
key.SetValue(SortKey::DEPTH_TEST, 1);
Resource<Shader>::SequentialKeyType shaderKey = shader->GetSequentialKey();
Resource<Texture>::SequentialKeyType textureKey = texture->GetSequentialKey();
if(shaderKey == Resource<Shader>::INVALID_KEY)
shaderKey = 0;
if(textureKey == Resource<Texture>::INVALID_KEY)
textureKey = 0;
// We add +1 to the key because INVALID_KEY are assigned the value 0
key.SetValue(SortKey::SHADER, shaderKey + 1);
key.SetValue(SortKey::TEXTURE, textureKey + 1);
m_renderBlock.Set(this, projection, modelview, texture, shader, depthTest);
renderList.insert(std::make_pair(key, &m_renderBlock));
for(ChildNodes::const_iterator it = m_childs.begin(); it != m_childs.end(); ++it)
{
(*it)->InternalPrepareRender(renderList, projection, modelview, params);
}
}
void SceneNode::InternalRender(const RenderBlock* renderBlock, SceneParams& params)
{
assert(params.GetDefaultShader());
assert(params.GetDefaultTexture());
Matrix4f modelview = renderBlock->GetModelviewMatrix();
Matrix4f projection = renderBlock->GetProjectionMatrix();
Shader* shader = renderBlock->GetShader();
assert(shader);
bool newShaderBound = false;
if(shader != params.GetCurrentShader())
{
newShaderBound = true;
shader->Use();
}
if(newShaderBound)
{
//std::cout << "Binding new shader (seqKey=" << shader->GetSequentialKey() << ")";
//std::cout << " (old shader was: " << (params.GetCurrentShader() ? params.GetCurrentShader()->GetSequentialKey() : -1) << ")";
//std::cout << std::endl;
}
params.SetCurrentShader(shader);
// Calculate normal matrix:
// http://www.lighthouse3d.com/tutorials/glsl-tutorial/the-normal-matrix/
Matrix3f normal = Matrix3f(modelview.Get11(), modelview.Get12(), modelview.Get13(),
modelview.Get21(), modelview.Get22(), modelview.Get23(),
modelview.Get31(), modelview.Get32(), modelview.Get33());
normal.Invert();
normal.Transpose();
shader->SetMat4Uniform("projectionMatrix", projection.GetInternalValues());
shader->SetMat4Uniform("modelViewMatrix", modelview.GetInternalValues());
shader->SetMat3Uniform("normalMatrix", normal.GetInternalValues());
// TODO implement per-node material properly
shader->SetVec4Uniform("gl_FrontMaterial.ambient", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_FrontMaterial.diffuse", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_LightModel.ambient", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_FrontLightModelProduct.sceneColor", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_FrontLightProduct[0].ambient", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_FrontLightProduct[0].diffuse", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_LightSource[0].ambient", 1, 1, 1, 1);
shader->SetVec4Uniform("gl_LightSource[0].diffuse", 1, 1, 1, 1);
// Position is set in scene.cpp, before rendering
// the position is transformed by opengl to the eye view
// TODO quick fix to prevend light to rotate with the camera...
// http://stackoverflow.com/questions/4371137/glsl-phong-shader-and-camera
// Check that later
glMatrixMode(GL_MODELVIEW);
Camera* camera = params.GetCamera();
if(camera)
glLoadMatrixf(params.GetCamera()->GetMatrix().GetInternalValues());
else
glLoadIdentity();
GLfloat light0Pos[4] = {2.0f, 10.f, 2.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
//shader->SetVec4Uniform("gl_LightSource[0].position", lightPosition.x, lightPosition.y, lightPosition.z, 1);
CHECK_GL_ERROR();
Texture* texture = renderBlock->GetTexture();
assert(texture);
bool newTextureBound = false;
if(texture != params.GetCurrentTexture())
{
newTextureBound = true;
texture->Bind();
}
if(newTextureBound)
{
//std::cout << "Binding new texture (seqKey=" << texture->GetSequentialKey() << ")";
//std::cout << " (old texture was: " << (params.GetCurrentTexture() ? params.GetCurrentTexture()->GetSequentialKey() : -1) << ")";
//std::cout << std::endl;
}
params.SetCurrentTexture(texture);
bool currentDepthTest = (params.GetCurrentDepthTest() == SceneParams::ENABLED);
if(renderBlock->GetDepthTest() != currentDepthTest)
{
glDepthMask(renderBlock->GetDepthTest());
params.SetCurrentDepthTest(renderBlock->GetDepthTest() ? SceneParams::ENABLED : SceneParams::DISABLED);
}
Render(projection, modelview, params);
}
void SceneNode::DeleteRecursively(SceneNode* node)
{
// TODO all nodes should be allocated/freed using a factory
for(ChildNodes::const_iterator it = node->m_childs.begin(); it != node->m_childs.end(); ++it)
{
DeleteRecursively(*it);
}
delete node;
}