/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __meshrendercomponent_H__ #define __meshrendercomponent_H__ #include "graphicfeature/components/rendercomponent.h" #include "graphicsystem/Material/materialinstance.h" #include "resource/resourcemanager.h" //#include "addons/resource/meshres.h" #include "graphicfeature/components/meshrenderobject.h" #include "Lightmap/lightmapSetting.h" namespace App { class MeshRenderComponent: public App::RenderComponent { __DeclareSubClass(MeshRenderComponent, App::RenderComponent); public: MeshRenderComponent(); virtual ~MeshRenderComponent(); /// @Component::SetupCallbacks setup callbacks for this component, call by Actor in OnActivate() virtual void SetupCallbacks(); /// @Component::SetupAcceptedMessages override to register accepted messages virtual void SetupAcceptedMessages(); /// @Component::SetupAcceptedMessages handle a single message virtual void HandleMessage(const GPtr& msg); virtual void StandaloneRender(const GPtr& customMat); virtual void UpdateRenderLayer(); virtual void SetVisible(bool bVis); virtual void SetupAllResource(); virtual bool IsAllResourceLoaded(); const RenderBase::PrimitiveHandle& GetPrimitiveHandle() const; // get resource const GPtr& GetPrimtiveResInfo() const; const GPtr GetMesh() const; void UpdateTransformMatrix(); /// set meshid void SetMeshID(const Resources::ResourceId& meshID, Resources::Priority priority = Resources::ResourcePriority::MeshDefault, bool bUsedForResHotLoad = false); const Resources::ResourceId& GetMeshID() const; Resources::Priority GetPriority() const; // Serialization // @ISerialization::GetVersion. when change storage, must add SerializeVersion count virtual Version GetVersion() const; // @ISerialization::Load virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( AppWriter* pWriter ) const; // copy from other component virtual void CopyFrom( const GPtr& pComponent ); // set void SetLightmapMode(LMMode lmMode) { m_LightmapMode = lmMode;} LMMode GetLightmapMode() const { return m_LightmapMode;} const Math::float4& GetLMTexParam() const; void SetLMTexParam( const Math::float4& texParam ); double GetLMScale() const; void SetLMScale(double lmscale); void SetLMIndex(int index); unsigned int GetLMIndex() const; void SetLMDirty(); bool IsUseLM() const; const RenderBase::TextureHandle& GetLMTextureHandle(int subIndex); const bool IsLMTextureHandleValid(); void ReflushLightmapHandle(); void SetDrawDepth(bool bDraw); const bool IsDrawDepth() const; /// list all reference resource ids virtual void GetReferenceResourceId(Util::Array& list) const; Math::bbox GetLocalBoundingBox(); virtual void SetCastShadow( bool bCastShadow ); virtual bool GetCastShadow(); virtual void SetReceiveShadow( bool bReceiveShadow ); virtual bool GetReceiveShadow(); protected: typedef MeshRenderObject RenderObjectType; typedef GPtr MeshRenderObjectPtr; /// @Component::OnActivate called from Actor::ActivateComponents() virtual void OnActivate(); /// @Component::OnDeactivate called from Actor::DeactivateComponents() virtual void OnDeactivate(); // @Component::_OnDestroy called only form Actor::Destroy virtual void OnDestroy(); virtual void OnRenderSceneChanged(); /// @Component::Component called after movement has happened. virtual void _OnMoveAfter(); /// @Component::_OnBeginFrame called after movement has happened. virtual void _OnBeginFrame(); virtual void _OnFrame(); virtual void _OnEndFrame(); virtual void _OnWillRenderObjectEvent_Change(bool bind); virtual void _LoadRenderData(); virtual void _BuildRenderRes(); virtual void _BuildRenderObject(); void _SetRenderable(const GPtr& meshRes, IndexT index, RenderObjectType::RenderableType* renderable); virtual void _OnMeshDirty(bool bDeleteRenderObject = false); void _AttachRenderObject(); void _DeattachRenderObject(); virtual void _UpdateShadow(); Graphic::MeshInfo mMeshInfo; MeshRenderObjectPtr mRenderObject; RenderBase::PrimitiveHandle mPrimitive; GPtr mPrimitiveResInfo; bool mMeshLoading; // lightmap Texture param Math::float4 mLMTexParam; unsigned int mLMIndex; bool mLMDirty; bool m_LMTexHandleValid; double mLMScale; RenderBase::TextureHandle mLMHandle[3]; LMMode m_LightmapMode; bool m_bDrawDepth; bool mbCastShadow; bool mbReceiveShadow; bool m_bUsedForResHotLoad; Util::Dictionary mDeattachedMatList; }; inline const GPtr& MeshRenderComponent::GetPrimtiveResInfo() const { return mPrimitiveResInfo; } inline const GPtr MeshRenderComponent::GetMesh() const { if (!mPrimitiveResInfo || !mPrimitiveResInfo->GetRes().isvalid()) { return NULL; } else { return mPrimitiveResInfo->GetRes().downcast(); } } inline const Resources::ResourceId& MeshRenderComponent::GetMeshID() const { return mMeshInfo.meshID; } inline Resources::Priority MeshRenderComponent::GetPriority() const { return mMeshInfo.priority; } inline const RenderBase::PrimitiveHandle& MeshRenderComponent::GetPrimitiveHandle() const { return mPrimitiveResInfo->GetHandle(); } inline const bool MeshRenderComponent::IsDrawDepth() const { return m_bDrawDepth; } inline const Math::float4& MeshRenderComponent::GetLMTexParam() const { return mLMTexParam; } inline void MeshRenderComponent::SetLMTexParam( const Math::float4& texParam ) { if (texParam != mLMTexParam) { mLMTexParam = texParam; mLMDirty = true; } } inline double MeshRenderComponent::GetLMScale() const { return mLMScale; } inline void MeshRenderComponent::SetLMScale(double lmscale) { mLMScale = lmscale; } inline unsigned int MeshRenderComponent::GetLMIndex() const { return mLMIndex; } inline void MeshRenderComponent::SetLMIndex(int index) { if ( index != mLMIndex) { mLMIndex = index; mLMDirty = true; } } inline void MeshRenderComponent::SetLMDirty() { mLMDirty = true; } inline void MeshRenderComponent::ReflushLightmapHandle() { m_LMTexHandleValid = true; for (int i = 0; i <= m_LightmapMode; i++) { if ( IsUseLM() ) { mLMHandle[i] = LightmapSetting::GetInstance().GetLightmapTexHandle( mLMIndex, i ); } else { mLMHandle[i] = RenderBase::TextureHandle(); } m_LMTexHandleValid = m_LMTexHandleValid && mLMHandle[i].IsValid(); } } inline const RenderBase::TextureHandle& MeshRenderComponent::GetLMTextureHandle(int subIndex) { n_assert(subIndex >= 0 && subIndex <= m_LightmapMode) if (mLMDirty) { ReflushLightmapHandle(); mLMDirty = false; } return mLMHandle[subIndex]; } inline bool MeshRenderComponent::IsUseLM() const { return mLMIndex != 0xFFFF; } inline const bool MeshRenderComponent::IsLMTextureHandleValid() { if ( mLMDirty ) { ReflushLightmapHandle(); mLMDirty = false; } return m_LMTexHandleValid; } } #endif // __meshrendercomponent_H__