Files
maszyna/scenenode.cpp
2018-09-18 20:29:23 +02:00

775 lines
26 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "scenenode.h"
#include "model3d.h"
#include "renderer.h"
#include "logs.h"
#include "sn_utils.h"
// stores content of the struct in provided output stream
void
lighting_data::serialize( std::ostream &Output ) const {
sn_utils::s_vec4( Output, diffuse );
sn_utils::s_vec4( Output, ambient );
sn_utils::s_vec4( Output, specular );
}
// restores content of the struct from provided input stream
void
lighting_data::deserialize( std::istream &Input ) {
diffuse = sn_utils::d_vec4( Input );
ambient = sn_utils::d_vec4( Input );
specular = sn_utils::d_vec4( Input );
}
namespace scene {
// stores content of the struct in provided output stream
void
bounding_area::serialize( std::ostream &Output ) const {
// center
sn_utils::s_dvec3( Output, center );
// radius
sn_utils::ls_float32( Output, radius );
}
// restores content of the struct from provided input stream
void
bounding_area::deserialize( std::istream &Input ) {
center = sn_utils::d_dvec3( Input );
radius = sn_utils::ld_float32( Input );
}
// sends content of the struct to provided stream
void
shape_node::shapenode_data::serialize( std::ostream &Output ) const {
// bounding area
area.serialize( Output );
// visibility
sn_utils::ls_float64( Output, rangesquared_min );
sn_utils::ls_float64( Output, rangesquared_max );
sn_utils::s_bool( Output, visible );
// material
sn_utils::s_bool( Output, translucent );
// NOTE: material handle is created dynamically on load
sn_utils::s_str(
Output,
( material != null_handle ?
GfxRenderer.Material( material ).name :
"" ) );
lighting.serialize( Output );
// geometry
sn_utils::s_dvec3( Output, origin );
// NOTE: geometry handle is created dynamically on load
// vertex count, followed by vertex data
sn_utils::ls_uint32( Output, vertices.size() );
for( auto const &vertex : vertices ) {
gfx::basic_vertex(
glm::vec3{ vertex.position - origin },
vertex.normal,
vertex.texture )
.serialize( Output );
}
}
// restores content of the struct from provided input stream
void
shape_node::shapenode_data::deserialize( std::istream &Input ) {
// bounding area
area.deserialize( Input );
// visibility
rangesquared_min = sn_utils::ld_float64( Input );
rangesquared_max = sn_utils::ld_float64( Input );
visible = sn_utils::d_bool( Input );
// material
translucent = sn_utils::d_bool( Input );
auto const materialname { sn_utils::d_str( Input ) };
if( false == materialname.empty() ) {
material = GfxRenderer.Fetch_Material( materialname );
}
lighting.deserialize( Input );
// geometry
origin = sn_utils::d_dvec3( Input );
// NOTE: geometry handle is acquired during geometry creation
// vertex data
vertices.resize( sn_utils::ld_uint32( Input ) );
gfx::basic_vertex localvertex;
for( auto &vertex : vertices ) {
localvertex.deserialize( Input );
vertex.position = origin + glm::dvec3{ localvertex.position };
vertex.normal = localvertex.normal;
vertex.texture = localvertex.texture;
}
}
// sends content of the class to provided stream
void
shape_node::serialize( std::ostream &Output ) const {
// name
sn_utils::s_str( Output, m_name );
// node data
m_data.serialize( Output );
}
// restores content of the node from provided input stream
shape_node &
shape_node::deserialize( std::istream &Input ) {
// name
m_name = sn_utils::d_str( Input );
// node data
m_data.deserialize( Input );
return *this;
}
// restores content of the node from provided input stream
shape_node &
shape_node::import( cParser &Input, scene::node_data const &Nodedata ) {
// import common data
m_name = Nodedata.name;
m_data.rangesquared_min = Nodedata.range_min * Nodedata.range_min;
m_data.rangesquared_max = (
Nodedata.range_max >= 0.0 ?
Nodedata.range_max * Nodedata.range_max :
std::numeric_limits<double>::max() );
std::string token = Input.getToken<std::string>();
if( token == "material" ) {
// lighting settings
token = Input.getToken<std::string>();
while( token != "endmaterial" ) {
if( token == "ambient:" ) {
Input.getTokens( 3 );
Input
>> m_data.lighting.ambient.r
>> m_data.lighting.ambient.g
>> m_data.lighting.ambient.b;
m_data.lighting.ambient /= 255.f;
m_data.lighting.ambient.a = 1.f;
}
else if( token == "diffuse:" ) {
Input.getTokens( 3 );
Input
>> m_data.lighting.diffuse.r
>> m_data.lighting.diffuse.g
>> m_data.lighting.diffuse.b;
m_data.lighting.diffuse /= 255.f;
m_data.lighting.diffuse.a = 1.f;
}
else if( token == "specular:" ) {
Input.getTokens( 3 );
Input
>> m_data.lighting.specular.r
>> m_data.lighting.specular.g
>> m_data.lighting.specular.b;
m_data.lighting.specular /= 255.f;
m_data.lighting.specular.a = 1.f;
}
token = Input.getToken<std::string>();
}
token = Input.getToken<std::string>();
}
// assigned material
m_data.material = GfxRenderer.Fetch_Material( token );
// determine way to proceed from the assigned diffuse texture
// TBT, TODO: add methods to material manager to access these simpler
auto const texturehandle = (
m_data.material != null_handle ?
GfxRenderer.Material( m_data.material ).texture1 :
null_handle );
auto const &texture = (
texturehandle ?
GfxRenderer.Texture( texturehandle ) :
opengl_texture() ); // dirty workaround for lack of better api
bool const clamps = (
texturehandle ?
texture.traits.find( 's' ) != std::string::npos :
false );
bool const clampt = (
texturehandle ?
texture.traits.find( 't' ) != std::string::npos :
false );
// remainder of legacy 'problend' system -- geometry assigned a texture with '@' in its name is treated as translucent, opaque otherwise
if( texturehandle != null_handle ) {
m_data.translucent = (
( ( texture.name.find( '@' ) != std::string::npos )
&& ( true == texture.has_alpha ) ) ?
true :
false );
}
else {
m_data.translucent = false;
}
// geometry
enum subtype {
triangles,
triangle_strip,
triangle_fan
};
subtype const nodetype = (
Nodedata.type == "triangles" ? triangles :
Nodedata.type == "triangle_strip" ? triangle_strip :
triangle_fan );
std::size_t vertexcount{ 0 };
world_vertex vertex, vertex1, vertex2;
do {
Input.getTokens( 8, false );
Input
>> vertex.position.x
>> vertex.position.y
>> vertex.position.z
>> vertex.normal.x
>> vertex.normal.y
>> vertex.normal.z
>> vertex.texture.s
>> vertex.texture.t;
// clamp texture coordinates if texture wrapping is off
if( true == clamps ) { vertex.texture.s = clamp( vertex.texture.s, 0.001f, 0.999f ); }
if( true == clampt ) { vertex.texture.t = clamp( vertex.texture.t, 0.001f, 0.999f ); }
// convert all data to gl_triangles to allow data merge for matching nodes
switch( nodetype ) {
case triangles: {
if( vertexcount == 0 ) { vertex1 = vertex; }
else if( vertexcount == 1 ) { vertex2 = vertex; }
else if( vertexcount >= 2 ) {
if( false == degenerate( vertex1.position, vertex2.position, vertex.position ) ) {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex2 );
m_data.vertices.emplace_back( vertex );
}
else {
ErrorLog(
"Bad geometry: degenerate triangle encountered"
+ ( m_name != "" ? " in node \"" + m_name + "\"" : "" )
+ " (vertices: " + to_string( vertex1.position ) + " + " + to_string( vertex2.position ) + " + " + to_string( vertex.position ) + ")" );
}
}
++vertexcount;
if( vertexcount > 2 ) { vertexcount = 0; } // start new triangle if needed
break;
}
case triangle_fan: {
if( vertexcount == 0 ) { vertex1 = vertex; }
else if( vertexcount == 1 ) { vertex2 = vertex; }
else if( vertexcount >= 2 ) {
if( false == degenerate( vertex1.position, vertex2.position, vertex.position ) ) {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex2 );
m_data.vertices.emplace_back( vertex );
vertex2 = vertex;
}
else {
ErrorLog(
"Bad geometry: degenerate triangle encountered"
+ ( m_name != "" ? " in node \"" + m_name + "\"" : "" )
+ " (vertices: " + to_string( vertex1.position ) + " + " + to_string( vertex2.position ) + " + " + to_string( vertex.position ) + ")" );
}
}
++vertexcount;
break;
}
case triangle_strip: {
if( vertexcount == 0 ) { vertex1 = vertex; }
else if( vertexcount == 1 ) { vertex2 = vertex; }
else if( vertexcount >= 2 ) {
if( false == degenerate( vertex1.position, vertex2.position, vertex.position ) ) {
// swap order every other triangle, to maintain consistent winding
if( vertexcount % 2 == 0 ) {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex2 );
}
else {
m_data.vertices.emplace_back( vertex2 );
m_data.vertices.emplace_back( vertex1 );
}
m_data.vertices.emplace_back( vertex );
vertex1 = vertex2;
vertex2 = vertex;
}
else {
ErrorLog(
"Bad geometry: degenerate triangle encountered"
+ ( m_name != "" ? " in node \"" + m_name + "\"" : "" )
+ " (vertices: " + to_string( vertex1.position ) + " + " + to_string( vertex2.position ) + " + " + to_string( vertex.position ) + ")" );
}
}
++vertexcount;
break;
}
default: { break; }
}
token = Input.getToken<std::string>();
} while( token != "endtri" );
return *this;
}
// imports data from provided submodel
shape_node &
shape_node::convert( TSubModel const *Submodel ) {
m_name = Submodel->pName;
m_data.lighting.ambient = Submodel->f4Ambient;
m_data.lighting.diffuse = Submodel->f4Diffuse;
m_data.lighting.specular = Submodel->f4Specular;
m_data.material = Submodel->m_material;
m_data.translucent = ( true == GfxRenderer.Material( m_data.material ).has_alpha );
// NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models
m_data.rangesquared_max = std::numeric_limits<double>::max();
if( Submodel->m_geometry == null_handle ) { return *this; }
int vertexcount { 0 };
std::vector<world_vertex> importedvertices;
world_vertex vertex, vertex1, vertex2;
for( auto const &sourcevertex : GfxRenderer.Vertices( Submodel->m_geometry ) ) {
vertex.position = sourcevertex.position;
vertex.normal = sourcevertex.normal;
vertex.texture = sourcevertex.texture;
if( vertexcount == 0 ) { vertex1 = vertex; }
else if( vertexcount == 1 ) { vertex2 = vertex; }
else if( vertexcount >= 2 ) {
if( false == degenerate( vertex1.position, vertex2.position, vertex.position ) ) {
importedvertices.emplace_back( vertex1 );
importedvertices.emplace_back( vertex2 );
importedvertices.emplace_back( vertex );
}
// start a new triangle
vertexcount = -1;
}
++vertexcount;
}
if( true == importedvertices.empty() ) { return *this; }
// assign imported geometry to the node...
m_data.vertices.swap( importedvertices );
// ...and calculate center...
for( auto const &vertex : m_data.vertices ) {
m_data.area.center += vertex.position;
}
m_data.area.center /= m_data.vertices.size();
// ...and bounding area
double squareradius { 0.0 };
for( auto const &vertex : m_data.vertices ) {
squareradius = std::max(
squareradius,
glm::length2( vertex.position - m_data.area.center ) );
}
m_data.area.radius = std::max(
m_data.area.radius,
static_cast<float>( std::sqrt( squareradius ) ) );
return *this;
}
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
bool
shape_node::merge( shape_node &Shape ) {
if( ( m_data.material != Shape.m_data.material )
|| ( m_data.lighting != Shape.m_data.lighting ) ) {
// can't merge nodes with different appearance
return false;
}
// add geometry from provided node
m_data.area.center =
interpolate(
m_data.area.center, Shape.m_data.area.center,
static_cast<double>( Shape.m_data.vertices.size() ) / ( Shape.m_data.vertices.size() + m_data.vertices.size() ) );
m_data.vertices.insert(
std::end( m_data.vertices ),
std::begin( Shape.m_data.vertices ), std::end( Shape.m_data.vertices ) );
// NOTE: we could recalculate radius with something other than brute force, but it'll do
compute_radius();
return true;
}
// generates renderable version of held non-instanced geometry in specified geometry bank
void
shape_node::create_geometry( gfx::geometrybank_handle const &Bank ) {
gfx::vertex_array vertices; vertices.reserve( m_data.vertices.size() );
for( auto const &vertex : m_data.vertices ) {
vertices.emplace_back(
vertex.position - m_data.origin,
vertex.normal,
vertex.texture );
}
m_data.geometry = GfxRenderer.Insert( vertices, Bank, GL_TRIANGLES );
std::vector<world_vertex>().swap( m_data.vertices ); // hipster shrink_to_fit
}
// calculates shape's bounding radius
void
shape_node::compute_radius() {
auto squaredradius { 0.0 };
for( auto const &vertex : m_data.vertices ) {
squaredradius = std::max(
squaredradius,
glm::length2( vertex.position - m_data.area.center ) );
}
m_data.area.radius = static_cast<float>( std::sqrt( squaredradius ) );
}
// sends content of the struct to provided stream
void
lines_node::linesnode_data::serialize( std::ostream &Output ) const {
// bounding area
area.serialize( Output );
// visibility
sn_utils::ls_float64( Output, rangesquared_min );
sn_utils::ls_float64( Output, rangesquared_max );
sn_utils::s_bool( Output, visible );
// material
sn_utils::ls_float32( Output, line_width );
lighting.serialize( Output );
// geometry
sn_utils::s_dvec3( Output, origin );
// NOTE: geometry handle is created dynamically on load
// vertex count, followed by vertex data
sn_utils::ls_uint32( Output, vertices.size() );
for( auto const &vertex : vertices ) {
gfx::basic_vertex(
glm::vec3{ vertex.position - origin },
vertex.normal,
vertex.texture )
.serialize( Output );
}
}
// restores content of the struct from provided input stream
void
lines_node::linesnode_data::deserialize( std::istream &Input ) {
// bounding area
area.deserialize( Input );
// visibility
rangesquared_min = sn_utils::ld_float64( Input );
rangesquared_max = sn_utils::ld_float64( Input );
visible = sn_utils::d_bool( Input );
// material
line_width = sn_utils::ld_float32( Input );
lighting.deserialize( Input );
// geometry
origin = sn_utils::d_dvec3( Input );
// NOTE: geometry handle is acquired during geometry creation
// vertex data
vertices.resize( sn_utils::ld_uint32( Input ) );
gfx::basic_vertex localvertex;
for( auto &vertex : vertices ) {
localvertex.deserialize( Input );
vertex.position = origin + glm::dvec3{ localvertex.position };
vertex.normal = localvertex.normal;
vertex.texture = localvertex.texture;
}
}
// sends content of the class to provided stream
void
lines_node::serialize( std::ostream &Output ) const {
// name
sn_utils::s_str( Output, m_name );
// node data
m_data.serialize( Output );
}
// restores content of the node from provided input stream
lines_node &
lines_node::deserialize( std::istream &Input ) {
// name
m_name = sn_utils::d_str( Input );
// node data
m_data.deserialize( Input );
return *this;
}
// restores content of the node from provded input stream
lines_node &
lines_node::import( cParser &Input, scene::node_data const &Nodedata ) {
// import common data
m_name = Nodedata.name;
m_data.rangesquared_min = Nodedata.range_min * Nodedata.range_min;
m_data.rangesquared_max = (
Nodedata.range_max >= 0.0 ?
Nodedata.range_max * Nodedata.range_max :
std::numeric_limits<double>::max() );
// material
Input.getTokens( 3, false );
Input
>> m_data.lighting.diffuse.r
>> m_data.lighting.diffuse.g
>> m_data.lighting.diffuse.b;
m_data.lighting.diffuse /= 255.f;
m_data.lighting.diffuse.a = 1.f;
Input.getTokens( 1, false );
Input
>> m_data.line_width;
m_data.line_width = std::min( 30.f, m_data.line_width ); // 30 pix equals rougly width of a signal pole viewed from ~1m away
// geometry
enum subtype {
lines,
line_strip,
line_loop
};
subtype const nodetype = (
Nodedata.type == "lines" ? lines :
Nodedata.type == "line_strip" ? line_strip :
line_loop );
std::size_t vertexcount { 0 };
world_vertex vertex, vertex0, vertex1;
std::string token = Input.getToken<std::string>();
do {
vertex.position.x = std::atof( token.c_str() );
Input.getTokens( 2, false );
Input
>> vertex.position.y
>> vertex.position.z;
// convert all data to gl_lines to allow data merge for matching nodes
switch( nodetype ) {
case lines: {
m_data.vertices.emplace_back( vertex );
break;
}
case line_strip: {
if( vertexcount > 0 ) {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex );
}
vertex1 = vertex;
++vertexcount;
break;
}
case line_loop: {
if( vertexcount == 0 ) {
vertex0 = vertex;
vertex1 = vertex;
}
else {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex );
}
vertex1 = vertex;
++vertexcount;
break;
}
default: { break; }
}
token = Input.getToken<std::string>();
} while( token != "endline" );
// add closing line for the loop
if( ( nodetype == line_loop )
&& ( vertexcount > 2 ) ) {
m_data.vertices.emplace_back( vertex1 );
m_data.vertices.emplace_back( vertex0 );
}
if( m_data.vertices.size() % 2 != 0 ) {
ErrorLog( "Lines node specified odd number of vertices, defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
m_data.vertices.pop_back();
}
return *this;
}
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
bool
lines_node::merge( lines_node &Lines ) {
if( ( m_data.line_width != Lines.m_data.line_width )
|| ( m_data.lighting != Lines.m_data.lighting ) ) {
// can't merge nodes with different appearance
return false;
}
// add geometry from provided node
m_data.area.center =
interpolate(
m_data.area.center, Lines.m_data.area.center,
static_cast<double>( Lines.m_data.vertices.size() ) / ( Lines.m_data.vertices.size() + m_data.vertices.size() ) );
m_data.vertices.insert(
std::end( m_data.vertices ),
std::begin( Lines.m_data.vertices ), std::end( Lines.m_data.vertices ) );
// NOTE: we could recalculate radius with something other than brute force, but it'll do
compute_radius();
return true;
}
// generates renderable version of held non-instanced geometry in specified geometry bank
void
lines_node::create_geometry( gfx::geometrybank_handle const &Bank ) {
gfx::vertex_array vertices; vertices.reserve( m_data.vertices.size() );
for( auto const &vertex : m_data.vertices ) {
vertices.emplace_back(
vertex.position - m_data.origin,
vertex.normal,
vertex.texture );
}
m_data.geometry = GfxRenderer.Insert( vertices, Bank, GL_LINES );
std::vector<world_vertex>().swap( m_data.vertices ); // hipster shrink_to_fit
}
// calculates node's bounding radius
void
lines_node::compute_radius() {
auto squaredradius { 0.0 };
for( auto const &vertex : m_data.vertices ) {
squaredradius = std::max(
squaredradius,
glm::length2( vertex.position - m_data.area.center ) );
}
m_data.area.radius = static_cast<float>( std::sqrt( squaredradius ) );
}
/*
memory_node &
memory_node::deserialize( cParser &Input, node_data const &Nodedata ) {
// import common data
m_name = Nodedata.name;
Input.getTokens( 3 );
Input
>> m_data.area.center.x
>> m_data.area.center.y
>> m_data.area.center.z;
TMemCell memorycell( Nodedata.name );
memorycell.Load( &Input );
}
*/
basic_node::basic_node( scene::node_data const &Nodedata ) :
m_name( Nodedata.name )
{
m_rangesquaredmin = Nodedata.range_min * Nodedata.range_min;
m_rangesquaredmax = (
Nodedata.range_max >= 0.0 ?
Nodedata.range_max * Nodedata.range_max :
std::numeric_limits<double>::max() );
}
// sends content of the class to provided stream
void
basic_node::serialize( std::ostream &Output ) const {
// bounding area
m_area.serialize( Output );
// visibility
sn_utils::ls_float64( Output, m_rangesquaredmin );
sn_utils::ls_float64( Output, m_rangesquaredmax );
sn_utils::s_bool( Output, m_visible );
// name
sn_utils::s_str( Output, m_name );
// template method implementation
serialize_( Output );
}
// restores content of the class from provided stream
void
basic_node::deserialize( std::istream &Input ) {
// bounding area
m_area.deserialize( Input );
// visibility
m_rangesquaredmin = sn_utils::ld_float64( Input );
m_rangesquaredmax = sn_utils::ld_float64( Input );
m_visible = sn_utils::d_bool( Input );
// name
m_name = sn_utils::d_str( Input );
// template method implementation
deserialize_( Input );
}
// sends basic content of the class in legacy (text) format to provided stream
void
basic_node::export_as_text( std::ostream &Output ) const {
Output
// header
<< "node"
// visibility
<< ' ' << ( m_rangesquaredmax < std::numeric_limits<double>::max() ? std::sqrt( m_rangesquaredmax ) : -1 )
<< ' ' << std::sqrt( m_rangesquaredmin )
// name
<< ' ' << m_name << ' ';
// template method implementation
export_as_text_( Output );
}
void
basic_node::export_as_text( std::string &Output ) const {
std::stringstream converter;
export_as_text( converter );
Output += converter.str();
}
float const &
basic_node::radius() {
if( m_area.radius == -1.0 ) {
// calculate if needed
m_area.radius = radius_();
}
return m_area.radius;
}
// radius() subclass details, calculates node's bounding radius
// by default nodes are 'virtual don't extend from their center point
float
basic_node::radius_() {
return 0.f;
}
} // scene
//---------------------------------------------------------------------------