irrlicht/source/Irrlicht/CQuake3ShaderSceneNode.cpp

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// Copyright (C) 2002-2007 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CQuake3ShaderSceneNode.h"
#include "IVideoDriver.h"
#include "ICameraSceneNode.h"
#include "SViewFrustum.h"
namespace irr
{
namespace scene
{
CQuake3ShaderSceneNode::CQuake3ShaderSceneNode(
scene::ISceneNode* parent, scene::ISceneManager* mgr,s32 id,
io::IFileSystem *fileSystem, scene::IMeshBuffer *buffer,
const quake3::SShader * shader)
: scene::ISceneNode(parent, mgr, id), Shader ( shader ),TimeAbs ( 0.f )
{
#ifdef _DEBUG
core::stringc dName = "CQuake3ShaderSceneNode ";
dName += Shader->name;
setDebugName( dName.c_str() );
#endif
// name the Scene Node
this->Name = Shader->name;
// clone meshbuffer to modifiable buffer
clone ( static_cast< scene::SMeshBufferLightMap *> ( buffer ) );
// load all Textures in all stages
loadTextures ( fileSystem );
}
/*
*/
CQuake3ShaderSceneNode::~CQuake3ShaderSceneNode ()
{
}
/*
create single copies
*/
void CQuake3ShaderSceneNode::clone ( scene::SMeshBufferLightMap * buffer )
{
Original.Material = buffer->Material;
MeshBuffer.Material = buffer->Material;
Original.Indices = buffer->Indices;
MeshBuffer.Indices = buffer->Indices;
const u32 vsize = buffer->Vertices.size ();
Original.Vertices.set_used ( vsize );
MeshBuffer.Vertices.set_used ( vsize );
for ( u32 i = 0; i!= vsize; ++i )
{
const video::S3DVertex2TCoords * src = &buffer->Vertices[i];
Original.Vertices[i] = *src;
video::S3DVertex * d = &MeshBuffer.Vertices[i];
d->Pos = src->Pos;
d->Color = 0xFFFFFFFF; //src->Color;
d->Normal = src->Normal;
d->TCoords = src->TCoords;
}
MeshBuffer.recalculateBoundingBox ();
// used for sorting
MeshBuffer.Material.Textures[0] = (video::ITexture*) Shader;
}
/*
load the textures for all stages
*/
void CQuake3ShaderSceneNode::loadTextures ( io::IFileSystem * fileSystem )
{
const quake3::SVarGroup *group;
u32 i;
// clear all stages and prefill empty
Q3Texture.clear ();
for ( i = 0; i != Shader->VarGroup->VariableGroup.size (); ++i )
{
Q3Texture.push_back ( SQ3Texture() );
}
u32 pos;
// get texture map
for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i )
{
group = Shader->getGroup ( i );
const core::stringc &mapname = group->get ( "map" );
if ( 0 == mapname.size () )
continue;
// our lightmap is passed in material.Texture[2]
if ( mapname == "$lightmap" )
{
Q3Texture [i].Texture.push_back ( Original.getMaterial().Textures[1] );
}
else
{
pos = 0;
quake3::getTextures ( Q3Texture [i].Texture, mapname, pos, fileSystem, SceneManager->getVideoDriver() );
}
}
// get anim map
for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i )
{
if ( Q3Texture [i].Texture.size() )
continue;
group = Shader->getGroup ( i );
const core::stringc &animmap = group->get ( "animmap" );
if ( 0 == animmap.size () )
continue;
// first parameter is frequency
pos = 0;
Q3Texture [i].TextureFrequency = core::max_ ( 0.0001f, quake3::getAsFloat ( animmap, pos ) );
quake3::getTextures ( Q3Texture [i].Texture, animmap, pos,fileSystem, SceneManager->getVideoDriver() );
}
// get clamp map
for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i )
{
if ( Q3Texture [i].Texture.size() )
continue;
group = Shader->getGroup ( i );
const core::stringc &clampmap = group->get ( "clampmap" );
if ( 0 == clampmap.size () )
continue;
Q3Texture [i].TextureAddressMode = video::ETC_CLAMP;
pos = 0;
quake3::getTextures ( Q3Texture [i].Texture, clampmap, pos,fileSystem, SceneManager->getVideoDriver() );
}
}
/*
Register each texture stage, if first is visible
*/
void CQuake3ShaderSceneNode::OnRegisterSceneNode()
{
PassedCulling = 0;
StageCall = 0;
if ( !IsVisible)
return;
u32 first = 1;
for ( u32 i = 1; i < Q3Texture.size(); ++i )
{
if ( 0 == Q3Texture [ i ].Texture.size() && i >= 2 )
continue;
scene::E_SCENE_NODE_RENDER_PASS time = (scene::E_SCENE_NODE_RENDER_PASS) ( scene::ESNRP_SHADER_0 + i );
if ( first )
{
setAutomaticCulling ( scene::EAC_BOX );
PassedCulling = SceneManager->registerNodeForRendering(this, time );
setAutomaticCulling ( scene::EAC_OFF );
first = 0;
}
else
if ( PassedCulling )
{
SceneManager->registerNodeForRendering(this, time );
}
}
}
/*
render in multipass technique
*/
void CQuake3ShaderSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
const u32 stage = SceneManager->getSceneNodeRenderPass() - scene::ESNRP_SHADER_0;
video::SMaterial material;
const quake3::SVarGroup *group;
// generic stage
group = Shader->getGroup ( 1 );
material.BackfaceCulling = quake3::getBackfaceCulling ( group->get ( "cull" ) );
// advance current stage
core::matrix4 texture;
animate ( stage, texture );
// stage 1 finished, no drawing stage ( vertex transform only )
if ( stage == 1 )
return;
// current stage
group = Shader->getGroup ( stage );
SQ3Texture &q = Q3Texture [ stage];
material.Lighting = false;
material.Textures[0] = q.Texture [ q.TextureIndex ];
material.Textures[1] = 0;
material.ZBuffer = quake3::getDepthFunction ( group->get ( "depthfunc" ) );
material.ZWriteEnable = (0 == StageCall );
material.NormalizeNormals = false;
quake3::SBlendFunc blendfunc;
quake3::getBlendFunc ( group->get ( "blendfunc" ), blendfunc );
quake3::getBlendFunc ( group->get ( "alphafunc" ), blendfunc );
material.MaterialType = blendfunc.type;
material.MaterialTypeParam = blendfunc.param;
/*
if ( textureTransform )
{
transformtex ( texture, q.TextureAddressMode );
}
*/
material.TextureWrap[0] = q.TextureAddressMode;
material.TextureWrap[1] = material.TextureWrap[0];
driver->setTransform ( video::ETS_TEXTURE_0, texture );
driver->setMaterial( material );
if ( 0 == StageCall )
{
driver->setTransform(video::ETS_WORLD, core::matrix4() );
}
driver->drawMeshBuffer( &MeshBuffer );
StageCall += 1;
}
/*!
*/
void CQuake3ShaderSceneNode::vertextransform_wave ( f32 dt, quake3::SModifierFunction &function )
{
function.wave = core::reciprocal ( function.wave );
const f32 phase = function.phase;
const u32 vsize = MeshBuffer.Vertices.size();
for ( u32 i = 0; i != vsize; ++i )
{
const video::S3DVertex2TCoords &src = Original.Vertices[i];
video::S3DVertex &dst = MeshBuffer.Vertices[i];
f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave;
function.phase = phase + wavephase;
const f32 f = function.evaluate ( dt );
dst.Pos.X = src.Pos.X + f * src.Normal.X;
dst.Pos.Y = src.Pos.Y + f * src.Normal.Y;
dst.Pos.Z = src.Pos.Z + f * src.Normal.Z;
}
}
/*!
*/
void CQuake3ShaderSceneNode::vertextransform_bulge ( f32 dt, quake3::SModifierFunction &function )
{
function.func = 0;
function.wave = core::reciprocal ( function.bulgewidth );
dt *= function.bulgespeed * 0.1f;
const f32 phase = function.phase;
const u32 vsize = MeshBuffer.Vertices.size();
for ( u32 i = 0; i != vsize; ++i )
{
const video::S3DVertex2TCoords &src = Original.Vertices[i];
video::S3DVertex &dst = MeshBuffer.Vertices[i];
f32 wavephase = (Original.Vertices[i].TCoords.X ) * function.wave;
function.phase = phase + wavephase;
const f32 f = function.evaluate ( dt );
dst.Pos.X = src.Pos.X + f * src.Normal.X;
dst.Pos.Y = src.Pos.Y + f * src.Normal.Y;
dst.Pos.Z = src.Pos.Z + f * src.Normal.Z;
}
}
/*!
*/
void CQuake3ShaderSceneNode::vertextransform_autosprite ( f32 dt, quake3::SModifierFunction &function )
{
const core::matrix4 &m = SceneManager->getActiveCamera()->getViewFrustum()->Matrices [ video::ETS_VIEW ];
const core::vector3df view ( -m[2], -m[6] , -m[10] );
const u32 vsize = MeshBuffer.Vertices.size();
core::aabbox3df box;
u32 g;
for ( u32 i = 0; i < vsize; i += 4 )
{
// in pairs of 4
box.reset ( Original.Vertices[i].Pos );
for ( g = 1; g != 4; ++g )
{
box.addInternalPoint ( Original.Vertices[i + g].Pos );
}
core::vector3df c = box.getCenter ();
f32 sh = 0.5f * ( box.MaxEdge.Z - box.MinEdge.Z );
f32 sv = 0.5f * ( box.MaxEdge.Y - box.MinEdge.Y );
const core::vector3df h ( m[0] * sh, m[4] * sh, m[8] * sh );
const core::vector3df v ( m[1] * sv, m[5] * sv, m[9] * sv );
MeshBuffer.Vertices[ i + 0 ].Pos = c + h + v;
MeshBuffer.Vertices[ i + 1 ].Pos = c - h - v;
MeshBuffer.Vertices[ i + 2 ].Pos = c + h - v;
MeshBuffer.Vertices[ i + 3 ].Pos = c - h + v;
MeshBuffer.Vertices[ i + 0 ].Normal = view;
MeshBuffer.Vertices[ i + 1 ].Normal = view;
MeshBuffer.Vertices[ i + 2 ].Normal = view;
MeshBuffer.Vertices[ i + 3 ].Normal = view;
}
}
/*
Generate Vertex Color
*/
void CQuake3ShaderSceneNode::rgbgen ( f32 dt, quake3::SModifierFunction &function )
{
u32 i;
const u32 vsize = MeshBuffer.Vertices.size();
switch ( function.masterfunc1 )
{
case 6:
//identity
for ( i = 0; i != vsize; ++i )
MeshBuffer.Vertices[i].Color = 0xFFFFFFFF;
break;
case 7:
// vertex
for ( i = 0; i != vsize; ++i )
MeshBuffer.Vertices[i].Color = Original.Vertices[i].Color;
break;
case 5:
{
// wave
f32 f = function.evaluate ( dt ) * 255.f;
s32 value = core::clamp ( core::floor32 ( f ), 0, 255 );
value |= value << 8;
value |= value << 16;
for ( i = 0; i != vsize; ++i )
MeshBuffer.Vertices[i].Color = value;
} break;
}
}
/*
Generate Texture Coordinates
*/
u32 CQuake3ShaderSceneNode::tcgen ( f32 dt, quake3::SModifierFunction &function, core::matrix4 &texture )
{
u32 ret = 0;
u32 i;
const u32 vsize = MeshBuffer.Vertices.size();
switch ( function.tcgen )
{
case 8:
// tcgen texture
for ( i = 0; i != vsize; ++i )
MeshBuffer.Vertices[i].TCoords = Original.Vertices[i].TCoords;
break;
case 9:
// tcgen lightmap
for ( i = 0; i != vsize; ++i )
MeshBuffer.Vertices[i].TCoords = Original.Vertices[i].TCoords2;
break;
case 10:
{
// tcgen environment ( D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR )
// using eye linear, sphere map may be cooler;-)
// modelmatrix is identity
const core::matrix4 &view = SceneManager->getActiveCamera()->getViewFrustum()->Matrices [ video::ETS_VIEW ];
const core::matrix4 &viewinverse = SceneManager->getActiveCamera()->getViewFrustum()->Matrices [ SViewFrustum::ETS_VIEW_MODEL_INVERSE_3 ];
// eyePlane
core::vector3df eyePlaneS;
core::vector3df eyePlaneT;
viewinverse.transformVect ( eyePlaneS, core::vector3df ( 1.f, 0.f, 0.f ) );
viewinverse.transformVect ( eyePlaneT, core::vector3df ( 0.f, 1.f, 0.f ) );
eyePlaneS.normalize ();
eyePlaneT.normalize ();
core::vector3df v;
for ( i = 0; i != vsize; ++i )
{
// vertex in eye space
view.transformVect ( v, Original.Vertices[i].Pos );
v.normalize();
MeshBuffer.Vertices[i].TCoords.X = (1.f + eyePlaneS.dotProduct ( v ) ) * 0.5f;
MeshBuffer.Vertices[i].TCoords.Y = 1.f - ( (1.f + eyePlaneT.dotProduct ( v ) ) * 0.5f );
}
ret = 0;
} break;
}
return ret;
}
/*
Transform Texture Coordinates
*/
void CQuake3ShaderSceneNode::transformtex ( const core::matrix4 &m, const u32 addressMode )
{
u32 i;
const u32 vsize = MeshBuffer.Vertices.size();
f32 tx1;
f32 ty1;
if ( addressMode )
{
for ( i = 0; i != vsize; ++i )
{
core::vector2df &tx = MeshBuffer.Vertices[i].TCoords;
tx1 = m[0] * tx.X + m[4] * tx.Y + m[8];
ty1 = m[1] * tx.X + m[5] * tx.Y + m[9];
tx.X = tx1;
tx.Y = ty1;
}
}
else
{
for ( i = 0; i != vsize; ++i )
{
core::vector2df &tx = MeshBuffer.Vertices[i].TCoords;
tx1 = m[0] * tx.X + m[4] * tx.Y + m[8];
ty1 = m[1] * tx.X + m[5] * tx.Y + m[9];
tx.X = tx1 <= 0.f ? 0.f : tx1 >= 1.f ? 1.f : tx1;
tx.Y = ty1 <= 0.f ? 0.f : ty1 >= 1.f ? 1.f : ty1;
//tx.X = core::clamp ( tx1, 0.f, 1.f );
//tx.Y = core::clamp ( ty1, 0.f, 1.f );
}
}
}
/*
Texture & Vertex Transform Animator
Return a Texture Transformation for this stage
Vertex transformation are called if found
*/
u32 CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture )
{
const f32 dt = TimeAbs;
const quake3::SVarGroup *group = Shader->getGroup ( stage );
// select current texture
if ( Q3Texture [ stage ].TextureFrequency != 0.f )
{
s32 v = core::floor32 ( dt * Q3Texture [ stage ].TextureFrequency );
Q3Texture [ stage ].TextureIndex = v % Q3Texture [ stage ].Texture.size();
}
core::matrix4 texturem;
core::matrix4 m2;
quake3::SModifierFunction function;
f32 f0;
f32 f1;
u32 textureMatrixFound = 0;
// walk group for all modifiers
for ( u32 g = 0; g != group->Variable.size (); ++g )
{
const quake3::SVariable &v = group->Variable[g];
// get the modifier
static const c8 * modifierList[] =
{
"tcmod","deformvertexes","rgbgen","tcgen","map"
};
u32 pos = 0;
function.masterfunc0 = quake3::isEqual ( v.name, pos, modifierList, 5 );
if ( -2 == function.masterfunc0 )
continue;
switch ( function.masterfunc0 )
{
//tcmod
case 0:
if ( 0 == textureMatrixFound )
{
texturem.makeIdentity ();
textureMatrixFound = 1;
}
m2.makeIdentity ();
break;
}
// get the modifier function
static const c8 * funclist[] =
{
"scroll","scale","rotate","stretch","turb",
"wave","identity","vertex",
"texture","lightmap","environment","$lightmap",
"bulge","autosprite","autosprite2"
};
pos = 0;
function.masterfunc1 = quake3::isEqual ( v.content, pos, funclist, 14 );
switch ( function.masterfunc1 )
{
case 0:
// scroll
f0 = quake3::getAsFloat ( v.content, pos ) * dt;
f1 = quake3::getAsFloat ( v.content, pos ) * dt;
m2.setTextureTranslate ( f0, f1 );
break;
case 1:
// scale
f0 = quake3::getAsFloat ( v.content, pos );
f1 = quake3::getAsFloat ( v.content, pos );
m2.setTextureScale ( f0, f1 );
break;
case 2:
//rotate
m2.setTextureRotationCenter ( quake3::getAsFloat ( v.content, pos ) * core::DEGTORAD * dt );
break;
case 3:
case 4:
case 5:
case 6:
case 7:
{
// turb == sin, default == sin
function.func = 0;
if ( function.masterfunc1 == 5 && function.masterfunc0 == 1)
{
// deformvertexes, wave
function.wave = quake3::getAsFloat ( v.content, pos );
}
if ( function.masterfunc1 == 3 ||
function.masterfunc1 == 4 ||
function.masterfunc1 == 5
)
{
// stretch, wave, tub
quake3::getModifierFunc ( function, v.content, pos );
}
switch ( function.masterfunc1 )
{
case 3:
// stretch
f0 = core::reciprocal ( function.evaluate ( dt ) );
m2.setTextureScaleCenter ( f0, f0 );
break;
case 4:
// turb
f0 = function.evaluate ( dt );
function.freq *= 2.f;
f1 = function.evaluate ( dt );
m2.setTextureTranslate ( f1, f0 );
break;
case 5:
if ( function.masterfunc0 == 1 )
vertextransform_wave ( dt, function );
else
rgbgen ( dt, function );
break;
case 6:
case 7:
rgbgen ( dt, function );
break;
}
} break;
case 8:
case 9:
case 10:
// "texture","lightmap","environment"
function.tcgen = function.masterfunc1;
break;
case 11:
// map == lightmap, tcgen == lightmap
function.tcgen = 9;
break;
case 12:
// deformvertexes bulge
function.bulgewidth = quake3::getAsFloat ( v.content, pos );
function.bulgeheight = quake3::getAsFloat ( v.content, pos );
function.bulgespeed = quake3::getAsFloat ( v.content, pos );
vertextransform_bulge ( dt, function );
break;
case 13:
case 14:
// deformvertexes autosprite
vertextransform_autosprite ( dt, function);
break;
} // func
switch ( function.masterfunc0 )
{
case 0:
texturem *= m2;
break;
}
} // group
// texture coordinate modifier
textureMatrixFound += tcgen ( dt, function, texturem );
if ( textureMatrixFound )
{
texturem.getTransposed ( texture );
}
return textureMatrixFound;
}
void CQuake3ShaderSceneNode::OnAnimate(u32 timeMs)
{
TimeAbs = f32( timeMs ) * ( 1.f/1000.f);
}
const core::aabbox3d<f32>& CQuake3ShaderSceneNode::getBoundingBox() const
{
return MeshBuffer.getBoundingBox ();
}
u32 CQuake3ShaderSceneNode::getMaterialCount()
{
return Q3Texture.size();
}
video::SMaterial& CQuake3ShaderSceneNode::getMaterial(u32 i)
{
video::SMaterial& m = MeshBuffer.getMaterial();
m.Textures[0] = 0;
if ( Q3Texture [ i ].TextureIndex )
m.Textures[0] = Q3Texture [ i ].Texture [ Q3Texture [ i ].TextureIndex ];
return m;
}
} // end namespace scene
} // end namespace irr