608 lines
16 KiB
C++
608 lines
16 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "graphicfeature/components/meshrendercomponent.h"
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#include "graphicfeature/components/apprenderable.h"
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#include "graphicfeature/graphicsfeatureprotocol.h"
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#include "resource/meshres.h"
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#include "resource/resourceserver.h"
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#include "appframework/actor.h"
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#include "graphicsystem/Renderable/GraphicRenderer.h"
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#include "shadercompiler/ShaderMarcro.h"
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namespace App
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{
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using namespace Resources;
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using namespace Graphic;
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using namespace RenderBase;
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__ImplementClass(App::MeshRenderComponent, 'MRCT', App::RenderComponent );
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//------------------------------------------------------------------------
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MeshRenderComponent::MeshRenderComponent()
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: mRenderObject()
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, mMeshLoading(false)
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, mLMTexParam(1.0f,1.0f,0.0f,0.0f)
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, mLMIndex (0xFFFF)
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, mLMDirty (true)
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, mLMScale(1.0)
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, m_LightmapMode(SingleMode)
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, m_LMTexHandleValid(false)
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, m_bDrawDepth (true)
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, m_bUsedForResHotLoad(false)
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, mbCastShadow(true)
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, mbReceiveShadow(true)
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{
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mResourcePrior = 1;
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mMeshInfo.dirty = false;
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}
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//------------------------------------------------------------------------
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MeshRenderComponent::~MeshRenderComponent()
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{
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mPrimitiveResInfo = NULL;
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OnDestroy();
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n_assert( mRenderableResUnitList.IsEmpty() );
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::OnActivate()
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{
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Super::OnActivate();
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if (mMeshInfo.dirty)
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{
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_LoadRenderData();
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}
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else
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{
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if (!mMeshLoading && mVisible)
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{
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_AttachRenderObject();
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}
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}
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n_assert( mActor );
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if( mActor )
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{
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetTransform(mActor->GetWorldTransform());
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}
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}
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::OnDeactivate()
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{
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if (IsActive() && mVisible)
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{
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_DeattachRenderObject();
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}
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// deActive material
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Super::OnDeactivate();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::OnDestroy()
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{
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//n_assert( !mRenderableAttached );
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if ( mPrimitive.IsValid() )
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{
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mPrimitive = RenderBase::PrimitiveHandle();
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}
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for (int i = 0; i <= 2; i++)
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{
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if ( mLMHandle[i].IsValid() )
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{
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mLMHandle[i] = RenderBase::TextureHandle();
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}
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}
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//mRenderableResUnitList.Clear();
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Super::OnDestroy();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::SetupCallbacks()
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{
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mActor->RegisterComponentCallback(this, MoveAfter);
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mActor->RegisterComponentCallback(this, BeginFrame);
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Super::SetupCallbacks();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::SetupAcceptedMessages()
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{
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Super::SetupAcceptedMessages();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::HandleMessage(const GPtr<Messaging::Message>& msg)
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{
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Super::HandleMessage(msg);//[zhongdaohuan]<5D><>Ϣ<EFBFBD><CFA2><EFBFBD>Ƹɵ<C6B8><C9B5>ˡ<EFBFBD>
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::StandaloneRender(const GPtr<Graphic::Material>& customMat)
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{
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Graphic::RenderableResUnitArray::Iterator begin = mRenderableResUnitList.Begin();
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Graphic::RenderableResUnitArray::Iterator end = mRenderableResUnitList.End();
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Graphic::GraphicRenderer::ResetCache();
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while(begin != end)
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{
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Renderable* rdbl = begin->GetRenderable();
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//<2F><><EFBFBD><EFBFBD>customMat<61><74><EFBFBD><EFBFBD>Template<74><65><EFBFBD>͵<EFBFBD>shader,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><C7BF><EFBFBD><EFBFBD>Ⱦ<EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD><EFBFBD>ڣ<EFBFBD><DAA3>ݲ<EFBFBD>֧<EFBFBD><D6A7>ʹ<EFBFBD><CAB9>subshader
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if (!customMat->GetTech()->IsTemplateTech())
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{
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rdbl->SetShaderMask((uint)Graphic::eForward, 0);
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}
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if (rdbl)
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{
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GraphicRenderer::BeforeRender(rdbl, eCustomized, customMat.get_unsafe());
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mRenderObject->Render(rdbl, eCustomized, customMat.get_unsafe());
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}
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++begin;
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}
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}
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void MeshRenderComponent::SetMeshID(const Resources::ResourceId& meshID, Resources::Priority priority /* = 1 */, bool bUsedForResHotLoad )
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{
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if (mActor && mActor->PriorityDefinition())
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{
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priority = mActor->GetPriority();
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}
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mMeshLoading = true;
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mMeshInfo.meshID = meshID;
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mMeshInfo.priority = priority;
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mMeshInfo.dirty = true;
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m_bUsedForResHotLoad = bUsedForResHotLoad;
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if(Resources::ResourcePriority::Synchronization == priority)
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{
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_OnMeshDirty( bUsedForResHotLoad );
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}
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}
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void MeshRenderComponent::UpdateRenderLayer()
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{
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetLayerID(mActor->GetLayerID());
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}
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}
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void MeshRenderComponent::SetVisible(bool bVis)
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{
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Super::SetVisible(bVis);
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if (IsActive())
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{
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if (mVisible)
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{
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_AttachRenderObject();
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}
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else
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{
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_DeattachRenderObject();
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}
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}
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}
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void MeshRenderComponent::_AttachRenderObject()
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{
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if (mRenderObject.isvalid())
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{
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n_assert(mActor);
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mRenderObject->Attach(mActor->GetRenderScene());
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}
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}
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void MeshRenderComponent::_DeattachRenderObject()
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{
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if (mRenderObject.isvalid())
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{
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n_assert(mActor);
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mRenderObject->Detach();
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}
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}
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void MeshRenderComponent::OnRenderSceneChanged()
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{
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if (mRenderObject.isvalid() && mRenderObject->Attached())
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{
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mRenderObject->Attach(mActor->GetRenderScene());
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}
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}
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void MeshRenderComponent::_OnMeshDirty(bool bDeleteRenderObject)
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{
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if (bDeleteRenderObject || (IsActive() && mVisible) )
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{
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_DeattachRenderObject();
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}
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_LoadRenderData();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_OnBeginFrame()
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{
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Super::_OnBeginFrame();
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if (mMeshLoading)
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{
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if (mMeshInfo.dirty)
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{
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_OnMeshDirty();
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}
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if (mPrimitiveResInfo.isvalid() && mPrimitiveResInfo->GetHandle().IsValid())//<2F><><EFBFBD><EFBFBD>mesh<73>Ƿ<EFBFBD><C7B7>Ѽ<EFBFBD><D1BC>ء<EFBFBD>
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{
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mActor->_UpdateLocalBBox();
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//mActor->SetLocalBoundingBox(mPrimitiveResInfo->GetRes().downcast<Resources::MeshRes>()->GetBoundingBox());
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_BuildRenderRes();
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if ( IsActive() && mVisible)
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{
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_AttachRenderObject();
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}
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mPrimitive = mPrimitiveResInfo->GetHandle();
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mMeshLoading = false;
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#ifndef __SCRIPT_COMMIT__
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mActor->Check_OnWillRenderObject_Bind();
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#endif
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}
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//<2F>첽<EFBFBD><ECB2BD><EFBFBD>غ<EFBFBD><D8BA><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD>ڽű<DABD><C5B1><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD>˵<EFBFBD><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>İ<EFBFBD>Χ<EFBFBD><CEA7>
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_OnMoveAfter();
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0>״̬
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_UpdateShadow();
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_OnFrame()
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{
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_OnEndFrame()
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{
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_OnWillRenderObjectEvent_Change(bool bind)
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{
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetNeedCullCallBack(bind);
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}
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_OnMoveAfter()
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{
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if( mActor )
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{
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if (mRenderObject.isvalid())
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{
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mRenderObject->SetTransform(mActor->GetWorldTransform());
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}
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}
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}
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//------------------------------------------------------------------------
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void
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MeshRenderComponent::_LoadRenderData()
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{
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n_assert( mMeshInfo.dirty );
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n_assert( mMeshInfo.meshID.IsValid() );
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n_assert( mMeshInfo.meshID.Value() != "" );
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//if( mActor)
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//{
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// Resources::Priority actorLoadOrder = mActor->GetPriority();
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// if (actorLoadOrder >= 0)
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// {
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// mMeshInfo.priority = actorLoadOrder;
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// }
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//}
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mPrimitiveResInfo = ResourceManager::Instance()->CreatePrimitiveInfo(mMeshInfo.meshID, mMeshInfo.priority);
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mMeshInfo.dirty = false;
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mMeshLoading = true;
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_SetRenderable(const GPtr<Resources::MeshRes>& meshRes, IndexT index, RenderObjectType::RenderableType* renderable)
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{
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SubMesh* subMesh = meshRes->GetSubMesh(index);
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n_assert(subMesh);
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renderable->SetRenderInfo(
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subMesh->firstVertex,
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subMesh->numVertex,
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subMesh->FirstIndex,
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subMesh->numIndex);
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_BuildRenderObject()
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>RenderObject
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if (!mRenderObject.isvalid())
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{
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const GPtr<MeshRes>& meshRes = mPrimitiveResInfo->GetRes().downcast<MeshRes>();
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mRenderObject = RenderObjectType::Create();
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mRenderObject->SetOwner(this);
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}
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}
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//------------------------------------------------------------------------
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void MeshRenderComponent::_BuildRenderRes()
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{
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n_assert( mActor );
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n_assert( mMeshLoading );
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const GPtr<MeshRes>& meshRes = mPrimitiveResInfo->GetRes().downcast<MeshRes>();
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_BuildRenderObject();
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mRenderObject->SetTransform(mActor->GetWorldTransform());
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mRenderObject->SetBoundingBox(meshRes->GetBoundingBox());
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UpdateRenderLayer();
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// <20><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>renderable
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int sub_count = meshRes->GetSubMeshCount();
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int mat_count = mRenderableResUnitList.Size();
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// int count = n_min(sub_count, mat_count);
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if(m_bUsedForResHotLoad)
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{
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//<2F>ȼ<EFBFBD><C8BC><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD>Ҫ<EFBFBD>Ѷ<EFBFBD><D1B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>IJ<EFBFBD><C4B2>ʼ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڻָ<DABB><D6B8><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
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for ( IndexT index = mat_count; index < sub_count; ++index )
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{
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IndexT foundindex = mDeattachedMatList.FindIndex(index);
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if(foundindex != InvalidIndex)
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{
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SetMaterialID(index, mDeattachedMatList[index], false);
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}
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else
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{
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SetMaterialID(index,"sys:meshRenderDefault.material", false);
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}
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}
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mDeattachedMatList.Clear();
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// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>õIJ<C3B5><C4B2><EFBFBD>
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for (int i = mat_count - 1 ; i >= sub_count; --i)
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{
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mDeattachedMatList.Add(i,GetMaterialID(i));
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mRenderableResUnitList.EraseIndex(i);
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}
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}
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else
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{
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mDeattachedMatList.Clear();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
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for ( IndexT index = mat_count; index < sub_count; ++index )
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{
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SetMaterialID(index,"sys:meshRenderDefault.material", false);
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}
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|||
|
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>õIJ<C3B5><C4B2><EFBFBD>
|
|||
|
for (int i = mat_count - 1 ; i >= sub_count; --i)
|
|||
|
{
|
|||
|
mRenderableResUnitList.EraseIndex(i);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
for ( IndexT index = 0; index < sub_count; ++index )
|
|||
|
{
|
|||
|
RenderObjectType::RenderableType* renderable = mRenderableResUnitList[index].ResetRenderable<RenderObjectType::RenderableType>();
|
|||
|
_SetRenderable(meshRes, index, renderable);
|
|||
|
|
|||
|
if (!m_bDrawDepth)
|
|||
|
{
|
|||
|
Graphic::Renderable::Mark mark = renderable->GetMark();
|
|||
|
mark = (Graphic::Renderable::Mark)(mark & ~Graphic::Renderable::GenDepth);
|
|||
|
renderable->SetMark(mark);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
//------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::CopyFrom( const GPtr<Component>& pComponent )
|
|||
|
{
|
|||
|
if( !pComponent.isvalid() )
|
|||
|
return;
|
|||
|
if( !pComponent->GetRtti()->IsDerivedFrom( *(this->GetRtti()) ) )
|
|||
|
return;
|
|||
|
|
|||
|
if ( IsActive() )
|
|||
|
{
|
|||
|
OnDeactivate();
|
|||
|
}
|
|||
|
|
|||
|
//n_assert( !mRenderableAttached );
|
|||
|
if ( mPrimitive.IsValid() )
|
|||
|
{
|
|||
|
mPrimitive = RenderBase::PrimitiveHandle();
|
|||
|
}
|
|||
|
mRenderableResUnitList.Clear();
|
|||
|
|
|||
|
GPtr<MeshRenderComponent> pSource = pComponent.downcast<MeshRenderComponent>();
|
|||
|
if ( pSource->GetMeshID().IsValid() )
|
|||
|
{
|
|||
|
SetMeshID(pSource->GetMeshID());
|
|||
|
SetDrawDepth(pSource->IsDrawDepth());
|
|||
|
Super::CopyFrom(pComponent);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
mMeshLoading = false;
|
|||
|
mMeshInfo.dirty = false;
|
|||
|
}
|
|||
|
|
|||
|
SetLMTexParam( pSource->GetLMTexParam() );
|
|||
|
SetLMIndex( pSource->GetLMIndex() );
|
|||
|
SetLMScale( pSource->GetLMScale() );
|
|||
|
SetLMDirty();
|
|||
|
}
|
|||
|
|
|||
|
void MeshRenderComponent::SetupAllResource()
|
|||
|
{
|
|||
|
if (mActor->PriorityUndefinition())
|
|||
|
return;
|
|||
|
Super::SetupAllResource();
|
|||
|
SetMeshID(GetMeshID(),mActor->GetPriority());
|
|||
|
}
|
|||
|
|
|||
|
bool MeshRenderComponent::IsAllResourceLoaded()
|
|||
|
{
|
|||
|
if (Super::IsAllResourceLoaded())
|
|||
|
{
|
|||
|
return !mMeshLoading;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
//-------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::UpdateTransformMatrix()
|
|||
|
{
|
|||
|
//[zhongdaohuan][render_obj] <20><><EFBFBD><EFBFBD>renderobject<63><74>֧<EFBFBD><D6A7>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><DFBC><EFBFBD>
|
|||
|
//if ( !mActor || !mSimpleShape.isvalid())
|
|||
|
//{
|
|||
|
// return;
|
|||
|
//}
|
|||
|
|
|||
|
|
|||
|
//const Math::bbox& localBB = mActor->GetLocalBoundingBox();
|
|||
|
//Math::vector vScale(localBB.pmax.x() - localBB.pmin.x(), localBB.pmax.y() - localBB.pmin.y(), localBB.pmax.z() - localBB.pmin.z());
|
|||
|
//vScale *= mActor->GetWorldScale();
|
|||
|
|
|||
|
//const Math::quaternion quat = mActor->GetWorldRotation();
|
|||
|
|
|||
|
////translate
|
|||
|
//const Math::bbox& bbLocal = mActor->GetLocalBoundingBox();
|
|||
|
//Math::float4 translate = bbLocal.center();
|
|||
|
//translate = mActor->GetWorldRotation() * (mActor->GetWorldScale() * translate);
|
|||
|
//
|
|||
|
//translate += mActor->GetWorldPosition();
|
|||
|
//
|
|||
|
//Math::matrix44 mat44 = Math::matrix44::transformation(
|
|||
|
// vScale,
|
|||
|
// quat,
|
|||
|
// translate);
|
|||
|
|
|||
|
//mSimpleShape->SetTransform(mat44);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//------------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::_UpdateShadow()
|
|||
|
{
|
|||
|
|
|||
|
bool isReceiveShadow = this->GetReceiveShadow();
|
|||
|
bool isCastShadow = this->GetCastShadow();
|
|||
|
|
|||
|
if ( mRenderObject.isvalid() )
|
|||
|
{
|
|||
|
mRenderObject->SetReceiveShadow( isReceiveShadow );
|
|||
|
mRenderObject->SetCastShadow( isCastShadow );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void MeshRenderComponent::SetDrawDepth(bool bDraw)
|
|||
|
{
|
|||
|
m_bDrawDepth = bDraw;
|
|||
|
|
|||
|
|
|||
|
if (!m_bDrawDepth)
|
|||
|
{
|
|||
|
for (IndexT i = 0; i < mRenderableResUnitList.Size(); ++i)
|
|||
|
{
|
|||
|
Graphic::Renderable* pRenderable = mRenderableResUnitList[i].GetRenderable();
|
|||
|
|
|||
|
if (pRenderable != NULL)
|
|||
|
{
|
|||
|
Graphic::Renderable::Mark mark = pRenderable->GetMark();
|
|||
|
mark = (Graphic::Renderable::Mark)(mark & ~Graphic::Renderable::GenDepth);
|
|||
|
pRenderable->SetMark(mark);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
//------------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const
|
|||
|
{
|
|||
|
if( IsUseLM() )
|
|||
|
{
|
|||
|
for (int i = 0; i <= m_LightmapMode; i++)
|
|||
|
{
|
|||
|
LightmapName name;
|
|||
|
LightmapSetting::GetInstance().GetLightmap( mLMIndex, i, name);
|
|||
|
|
|||
|
if ( name.IsValid() )
|
|||
|
list.Append(Resources::ReferenceResource(name, Resources::RR_Unknown));
|
|||
|
}
|
|||
|
}
|
|||
|
list.Append(Resources::ReferenceResource(mMeshInfo.meshID, Resources::RR_Unknown));
|
|||
|
Super::GetReferenceResourceId(list);
|
|||
|
}
|
|||
|
|
|||
|
Math::bbox MeshRenderComponent::GetLocalBoundingBox()
|
|||
|
{
|
|||
|
if (mPrimitiveResInfo.isvalid() && mPrimitiveResInfo->GetHandle().IsValid())
|
|||
|
{
|
|||
|
return mPrimitiveResInfo->GetRes().downcast<Resources::MeshRes>()->GetBoundingBox();
|
|||
|
}
|
|||
|
return Math::bbox(Math::point(0,0,0), Math::point(0,0,0));
|
|||
|
}
|
|||
|
//------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::SetCastShadow( bool bCastShadow )
|
|||
|
{
|
|||
|
mbCastShadow = bCastShadow;
|
|||
|
}
|
|||
|
//------------------------------------------------------------------------
|
|||
|
bool MeshRenderComponent::GetCastShadow()
|
|||
|
{
|
|||
|
return mbCastShadow;
|
|||
|
}
|
|||
|
//------------------------------------------------------------------------
|
|||
|
void MeshRenderComponent::SetReceiveShadow( bool bReceiveShadow )
|
|||
|
{
|
|||
|
mbReceiveShadow = bReceiveShadow;
|
|||
|
}
|
|||
|
//------------------------------------------------------------------------
|
|||
|
bool MeshRenderComponent::GetReceiveShadow()
|
|||
|
{
|
|||
|
return mbReceiveShadow;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|