/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Model.h" #include #if OGRE_VERSION >= 0x010900 # include # include #else # include #endif #include "core/CoreIncludes.h" #include "core/config/ConfigValueIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "Scene.h" #include "RenderQueueListener.h" #include "graphics/MeshLodInformation.h" #include "Level.h" namespace orxonox { RegisterClass(Model); Model::Model(Context* context) : StaticEntity(context), bCastShadows_(true), renderQueueGroup_(RENDER_QUEUE_MAIN), lodLevel_(5), bLodEnabled_(true), numLodLevels_(10), lodReductionRate_(.15f) { RegisterObject(Model); this->setConfigValues(); this->registerVariables(); } Model::~Model() { if (this->isInitialized() && this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); } void Model::setConfigValues() { SetConfigValueExternal(bGlobalEnableLod_, "GraphicsSettings", "enableMeshLoD", true) .description("Enable level of detail for models"); } void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Model, XMLPort, xmlelement, mode); XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode); XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); XMLPortParam(Model, "renderQueueGroup", setRenderQueueGroup, getRenderQueueGroup, xmlelement, mode); XMLPortParam(Model, "material", setMaterial, getMaterial, xmlelement, mode); XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); } /** @brief This function turns a string from XML Port into a usable ID for the rendering system It defaults to the main queue if the group isn't recognized. @param renderQueueGroup This is a string representing the render queue group. Accepted values: 'main', 'stencil glow', 'stencil object' */ const unsigned int Model::getRenderQueueGroupID(const std::string& renderQueueGroup) const { if(renderQueueGroup.compare("stencil glow")==0) { return RENDER_QUEUE_STENCIL_GLOW; } if(renderQueueGroup.compare("stencil object")==0) { return RENDER_QUEUE_STENCIL_OBJECTS; } return RENDER_QUEUE_MAIN; } void Model::registerVariables() { registerVariable(this->meshSrc_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedMesh)); registerVariable(this->renderQueueGroup_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedRenderQueueGroup)); //Commented out, since this causes texture load failures on client side //registerVariable(this->materialName_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedMaterial)); registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedShadows)); } float Model::getBiggestScale(Vector3 scale3d) { float scaleFactor = scale3d.x; if(scale3d.y>scaleFactor) scaleFactor = scale3d.y; if(scale3d.z>scaleFactor) scaleFactor = scale3d.z; return scaleFactor; } void Model::changedMesh() { if (GameMode::showsGraphics()) { if (this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); // Refuse to set empty mesh sources if (this->meshSrc_ != "") this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); if (this->mesh_.getEntity()) { this->attachOgreObject(this->mesh_.getEntity()); this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_); this->mesh_.setVisible(this->isVisible()); if (this->bGlobalEnableLod_) this->enableLod(); } } } void Model::changedRenderQueueGroup() { if (GameMode::showsGraphics()) { if (this->mesh_.getEntity()) { this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_); } } } void Model::changedMaterial() { this->mesh_.setMaterial(this->materialName_); } // PRE: a valid Ogre::Entity* entity with a valid subentity at index // POST: changed material of subentity at index to name void Model::setSubMaterial(const std::string& name, const int index){ this->mesh_.setSubMaterial(name, index); } void Model::changedShadows() { this->mesh_.setCastShadows(this->bCastShadows_); } void Model::changedVisibility() { SUPER(Model, changedVisibility); this->mesh_.setVisible(this->isVisible()); } void Model::enableLod() { #if defined(ORXONOX_COMPILER_MSVC) && OGRE_VERSION >= 0x010800 && OGRE_VERSION < 0x010900 // disable LOD for MSVC and ogre version 1.8 because it leads to crashes #else //LOD if( this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 ) { Level* level = this->getLevel(); assert( level != nullptr ); MeshLodInformation* lodInfo = level->getLodInfo(this->meshSrc_); if( lodInfo ) { setLodLevel(lodInfo->getLodLevel()); this->bLodEnabled_ = lodInfo->getEnabled(); this->numLodLevels_ = lodInfo->getNumLevels(); this->lodReductionRate_ = lodInfo->getReductionRate(); } if( this->numLodLevels_>10 ) { orxout(internal_warning, context::lod) << "More than 10 LoD levels requested. Creating only 10." << endl; this->numLodLevels_ = 10; } if( this->bLodEnabled_ ) { float volume = this->mesh_.getEntity()->getBoundingBox().volume(); orxout(verbose, context::lod) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and volume: "<< volume << ":" << endl; #if OGRE_VERSION >= 0x010900 Ogre::LodConfig::LodLevelList distList; #elif OGRE_VERSION >= 0x010800 Ogre::ProgressiveMesh::LodValueList distList; #elif OGRE_VERSION >= 0x010700 Ogre::Mesh::LodValueList distList; #else Ogre::Mesh::LodDistanceList distList; #endif if( lodLevel_>0 ) { float factor = pow(volume, 2.0f / 3.0f) * 15.0f / lodLevel_; orxout(verbose, context::lod) << "LodLevel set with factor: " << factor << endl; addLodDistanceToList(distList, 70.0f*factor); addLodDistanceToList(distList, 140.0f*factor); addLodDistanceToList(distList, 170.0f*factor); addLodDistanceToList(distList, 200.0f*factor); addLodDistanceToList(distList, 230.0f*factor); addLodDistanceToList(distList, 250.0f*factor); addLodDistanceToList(distList, 270.0f*factor); addLodDistanceToList(distList, 290.0f*factor); addLodDistanceToList(distList, 310.0f*factor); addLodDistanceToList(distList, 330.0f*factor); while(distList.size()>this->numLodLevels_) distList.pop_back(); //Generiert LOD-Levels #if OGRE_VERSION >= 0x010900 Ogre::LodConfig config; config.mesh = this->mesh_.getEntity()->getMesh(); config.levels = distList; config.strategy = Ogre::DistanceLodSphereStrategy::getSingletonPtr(); Ogre::ProgressiveMeshGenerator generator; generator.generateLodLevels(config); #elif OGRE_VERSION >= 0x010800 Ogre::ProgressiveMesh::generateLodLevels(this->mesh_.getEntity()->getMesh().get(), distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_); #else this->mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_); #endif } else { std::string what; if(lodLevel_>5) what = ">5"; else what = "<0"; orxout(verbose, context::lod) << "LodLevel not set because lodLevel(" << lodLevel_ << ") was " << what << "." << endl; } } else orxout(verbose, context::lod) << "LodLevel for " << this->meshSrc_ << " not set because is disabled." << endl; } #endif } template void Model::addLodDistanceToList(T& list, float distance) { #if OGRE_VERSION >= 0x010900 list.push_back({distance, Ogre::LodLevel::VRM_COLLAPSE_COST, this->lodReductionRate_, 0, false}); #else list.push_back(distance); #endif } }