💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code 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 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include <engine/scene/static-mesh.hpp>
#include <engine/render/model.hpp>
#include <engine/render/material.hpp>
#include <engine/scene/camera.hpp>
namespace scene {
static_mesh::static_mesh(std::shared_ptr<render::model> model)
{
set_model(model);
}
void static_mesh::set_model(std::shared_ptr<render::model> model)
{
m_model = model;
if (m_model)
{
m_operations.resize(m_model->get_groups().size());
for (std::size_t i = 0; i < m_operations.size(); ++i)
{
const auto& group = m_model->get_groups()[i];
auto& operation = m_operations[i];
operation.vertex_array = m_model->get_vertex_array().get();
operation.drawing_mode = group.drawing_mode;
operation.start_index = group.start_index;
operation.index_count = group.index_count;
operation.material = group.material;
}
}
else
{
m_operations.clear();
}
transformed();
}
void static_mesh::set_material(std::size_t index, std::shared_ptr<render::material> material)
{
if (material)
{
m_operations[index].material = material;
}
else
{
m_operations[index].material = m_model->get_groups()[index].material;
}
}
void static_mesh::reset_materials()
{
for (std::size_t i = 0; i < m_operations.size(); ++i)
{
m_operations[i].material = m_model->get_groups()[i].material;
}
}
void static_mesh::update_bounds()
{
if (m_model)
{
// Get model bounds
const auto& model_bounds = m_model->get_bounds();
// Naive algorithm: transform each corner of the model AABB
m_bounds = {math::fvec3::infinity(), -math::fvec3::infinity()};
for (std::size_t i = 0; i < 8; ++i)
{
m_bounds.extend(get_transform() * model_bounds.corner(i));
}
}
else
{
m_bounds = {get_translation(), get_translation()};
}
}
void static_mesh::transformed()
{
update_bounds();
const math::fmat4 transform_matrix = get_transform().matrix();
for (auto& operation: m_operations)
{
operation.transform = transform_matrix;
}
}
void static_mesh::render(render::context& ctx) const
{
const float depth = ctx.camera->get_view_frustum().near().distance(get_translation());
for (auto& operation: m_operations)
{
operation.depth = depth;
operation.layer_mask = get_layer_mask();
ctx.operations.push_back(&operation);
}
}
} // namespace scene