genesis-3d_engine/Engine/app/graphicfeature/components/meshrendercomponent.h
zhongdaohuan ad5cd7b16a * upate genesis-3d engine to version 1.3.1.
match the genesis editor version 1.3.1.921.
2014-06-19 16:26:14 +08:00

354 lines
8.6 KiB
C++

/****************************************************************************
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<Messaging::Message>& msg);
virtual void StandaloneRender(const GPtr<Graphic::Material>& customMat);
virtual void UpdateRenderLayer();
virtual void SetVisible(bool bVis);
virtual void SetupAllResource();
virtual bool IsAllResourceLoaded();
const RenderBase::PrimitiveHandle& GetPrimitiveHandle() const;
// get resource
const GPtr<Resources::PrimitiveResInfo>& GetPrimtiveResInfo() const;
const GPtr<Resources::MeshRes> 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<Component>& 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<Resources::ReferenceResource>& list) const;
Math::bbox GetLocalBoundingBox();
virtual void SetCastShadow( bool bCastShadow );
virtual bool GetCastShadow();
virtual void SetReceiveShadow( bool bReceiveShadow );
virtual bool GetReceiveShadow();
#ifdef __GENESIS_EDITOR__
virtual void SetEditorVisible(bool bVis);
#endif
protected:
typedef MeshRenderObject RenderObjectType;
typedef GPtr<RenderObjectType> 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<Resources::MeshRes>& 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<Resources::PrimitiveResInfo> 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<IndexT, Resources::ResourceId> mDeattachedMatList;
};
inline
const GPtr<Resources::PrimitiveResInfo>& MeshRenderComponent::GetPrimtiveResInfo() const
{
return mPrimitiveResInfo;
}
inline
const GPtr<Resources::MeshRes> MeshRenderComponent::GetMesh() const
{
if (!mPrimitiveResInfo || !mPrimitiveResInfo->GetRes().isvalid())
{
return NULL;
}
else
{
return mPrimitiveResInfo->GetRes().downcast<Resources::MeshRes>();
}
}
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__