00001 //------------------------------------------------------------------------------ 00002 // Lamp : Open source game middleware 00003 // Copyright (C) 2004 Junpei Ohtani ( Email : junpee@users.sourceforge.jp ) 00004 // 00005 // This library is free software; you can redistribute it and/or 00006 // modify it under the terms of the GNU Lesser General Public 00007 // License as published by the Free Software Foundation; either 00008 // version 2.1 of the License, or (at your option) any later version. 00009 // 00010 // This library is distributed in the hope that it will be useful, 00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 // Lesser General Public License for more details. 00014 // 00015 // You should have received a copy of the GNU Lesser General Public 00016 // License along with this library; if not, write to the Free Software 00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00018 //------------------------------------------------------------------------------ 00019 00020 /** @file 00021 * シーン実装 00022 * @author Junpee 00023 */ 00024 00025 #include "LampBasic.h" 00026 #include "Graphics/Scene/Scene.h" 00027 #include "Core/Renamer/CountRenamer.h" 00028 #include "Graphics/Camera/CameraManager.h" 00029 #include "Graphics/Fog/Fog.h" 00030 #include "Graphics/SceneNode/SceneNodeManager.h" 00031 #include "Graphics/Light/LightManager.h" 00032 #include "Graphics/Model/ModelManager.h" 00033 #include "Graphics/Mesh/MeshManager.h" 00034 #include "Graphics/MeshData/MeshDataManager.h" 00035 #include "Graphics/Material/MaterialManager.h" 00036 #include "Graphics/Texture/TextureManager.h" 00037 #include "Graphics/Picture/PictureManager.h" 00038 #include "Graphics/Renderer/DrawRequest.h" 00039 00040 namespace Lamp{ 00041 00042 //------------------------------------------------------------------------------ 00043 // コンストラクタ 00044 Scene::Scene(const String& name) : 00045 name_(name), currentCamera_(NULL), tick_(0){ 00046 // リネーマの初期化 00047 renamer_ = new CountRenamer(); 00048 // 各マネージャ初期化 00049 cameraManager_ = new CameraManager(this); 00050 sceneNodeManager_ = new SceneNodeManager(this); 00051 lightManager_ = new LightManager(this); 00052 modelManager_ = new ModelManager(this); 00053 meshManager_ = new MeshManager(this); 00054 meshDataManager_ = new MeshDataManager(this); 00055 materialManager_ = new MaterialManager(this); 00056 textureManager_ = new TextureManager(this); 00057 pictureManager_ = new PictureManager(this); 00058 // ルートノード初期化 00059 rootNode_ = sceneNodeManager_->createSceneNode("RootNode"); 00060 // フォグ初期化 00061 fog_ = new Fog(); 00062 } 00063 //------------------------------------------------------------------------------ 00064 // デストラクタ 00065 Scene::~Scene(){ 00066 // フォグの後始末 00067 SafeDelete(fog_); 00068 // ルートノードの後始末 00069 sceneNodeManager_->destroy(rootNode_); 00070 // 各マネージャの後始末 00071 SafeDelete(pictureManager_); 00072 SafeDelete(textureManager_); 00073 SafeDelete(materialManager_); 00074 SafeDelete(meshDataManager_); 00075 SafeDelete(meshManager_); 00076 SafeDelete(modelManager_); 00077 SafeDelete(lightManager_); 00078 SafeDelete(sceneNodeManager_); 00079 SafeDelete(cameraManager_); 00080 // リネーマの後始末 00081 SafeDelete(renamer_); 00082 } 00083 //------------------------------------------------------------------------------ 00084 // クリア 00085 int Scene::clear(){ 00086 int result = 0; 00087 result += pictureManager_->clear(); 00088 result += textureManager_->clear(); 00089 result += materialManager_->clear(); 00090 result += meshDataManager_->clear(); 00091 result += meshManager_->clear(); 00092 // RootNodeを残すため、SceneLeafよりも先にSceneNodeをクリアする必要がある 00093 result += sceneNodeManager_->clear(); 00094 result += modelManager_->clear(); 00095 result += lightManager_->clear(); 00096 result += cameraManager_->clear(); 00097 return result; 00098 } 00099 //------------------------------------------------------------------------------ 00100 // 走査 00101 void Scene::traverse(){ 00102 // チックのインクリメント 00103 tick_++; 00104 rootNode_->traverse(); 00105 } 00106 //------------------------------------------------------------------------------ 00107 // メッシュリストの取得 00108 void Scene::getMeshList(ArrayList<Mesh*>* meshList, Camera* camera){ 00109 // シーン管理システムによる高速な刈り込みに動的に切り替えれるようにする 00110 int meshCount = meshManager_->getCount(); 00111 for(int i = 0; i < meshCount; i++){ 00112 Mesh* mesh = meshManager_->get(i); 00113 if(!mesh->isGlobalEnabled()){ continue; } 00114 // マテリアル、メッシュデータを持っていないメッシュは禁止 00115 Assert(mesh->getMaterial() != NULL); 00116 Assert(mesh->getMeshData() != NULL); 00117 // スフィアチェックにより見えないメッシュをはじく 00118 Clipping::State clippingState = 00119 camera->clipping(mesh->getWorldBoundingSphere()); 00120 if(clippingState == Clipping::invisible){ continue; } 00121 // 交差している場合はボックスチェックも行う 00122 if(clippingState == Clipping::intersect){ 00123 clippingState = camera->clipping(mesh->getWorldBoundingBox()); 00124 if(clippingState == Clipping::invisible){ continue; } 00125 } 00126 // リストに追加 00127 meshList->add(mesh); 00128 } 00129 } 00130 //------------------------------------------------------------------------------ 00131 // ローカルライトリストの取得 00132 void Scene::getLocalLightList(Mesh* mesh, DrawRequest* drawRequest){ 00133 // シーン管理システムによる高速な刈り込みに動的に切り替えれるようにする 00134 const Sphere& meshSphere = mesh->getWorldBoundingSphere(); 00135 const AxisAlignedBox& meshBox = mesh->getWorldBoundingBox(); 00136 u_int lightMask = drawRequest->getMaterial()->getLightMask(); 00137 int lightCount = lightManager_->getCount(); 00138 for(int i = 0; i < lightCount; i++){ 00139 Light* light = lightManager_->get(i); 00140 if(!light->isLocalLight()){ continue; } 00141 if(!light->isGlobalEnabled()){ continue; } 00142 // ライトマスク判定 00143 if((light->getLightMask() & lightMask) == 0){ continue; } 00144 if(light->isPointLight()){ 00145 // ポイントライト 00146 PointLight* pointLight = light->castPointLight(); 00147 // スフィアチェック 00148 float limitSquaredDistance = 00149 pointLight->getRange() + meshSphere.getRadius(); 00150 limitSquaredDistance *= limitSquaredDistance; 00151 float checkValue = limitSquaredDistance - 00152 (pointLight->getWorldPosition() - 00153 meshSphere.getCenter()).getSquaredLength(); 00154 if(checkValue <= 0.f){ continue; } 00155 // ボックスチェック 00156 Sphere lightSphere( 00157 pointLight->getWorldPosition(), pointLight->getRange()); 00158 if(!meshBox.intersect(lightSphere)){ continue; } 00159 // 描画リクエストに追加 00160 drawRequest->addLocalLight(pointLight); 00161 }else{ 00162 ErrorOut("Scene::getLocalLightList() 非サポートのライトです"); 00163 } 00164 } 00165 } 00166 //------------------------------------------------------------------------------ 00167 // リネーマの設定 00168 void Scene::setRenamer(Renamer* renamer){ 00169 Assert(renamer != NULL); 00170 SafeDelete(renamer_); 00171 renamer_ = renamer; 00172 } 00173 //------------------------------------------------------------------------------ 00174 // デバイスオブジェクトの初期化 00175 bool Scene::initializeGraphicsDeviceObjects(){ 00176 if(!meshManager_->initializeGraphicsDeviceObjects()){ return false; } 00177 if(!meshDataManager_->initializeGraphicsDeviceObjects()){ return false; } 00178 if(!materialManager_->initializeGraphicsDeviceObjects()){ return false; } 00179 if(!pictureManager_->initializeGraphicsDeviceObjects()){ return false; } 00180 return true; 00181 } 00182 //------------------------------------------------------------------------------ 00183 // デバイスオブジェクトの削除 00184 void Scene::deleteGraphicsDeviceObjects(){ 00185 pictureManager_->deleteGraphicsDeviceObjects(); 00186 materialManager_->deleteGraphicsDeviceObjects(); 00187 meshDataManager_->deleteGraphicsDeviceObjects(); 00188 meshManager_->deleteGraphicsDeviceObjects(); 00189 } 00190 //------------------------------------------------------------------------------ 00191 // デバイスオブジェクトのリストア 00192 bool Scene::restoreGraphicsDeviceObjects(){ 00193 if(!meshManager_->restoreGraphicsDeviceObjects()){ return false; } 00194 if(!meshDataManager_->restoreGraphicsDeviceObjects()){ return false; } 00195 if(!materialManager_->restoreGraphicsDeviceObjects()){ return false; } 00196 if(!pictureManager_->restoreGraphicsDeviceObjects()){ return false; } 00197 return true; 00198 } 00199 //------------------------------------------------------------------------------ 00200 // デバイスオブジェクトの無効化 00201 void Scene::invalidateGraphicsDeviceObjects(){ 00202 pictureManager_->invalidateGraphicsDeviceObjects(); 00203 materialManager_->invalidateGraphicsDeviceObjects(); 00204 meshDataManager_->invalidateGraphicsDeviceObjects(); 00205 meshManager_->invalidateGraphicsDeviceObjects(); 00206 } 00207 //------------------------------------------------------------------------------ 00208 } // End of namespace Lamp 00209 //------------------------------------------------------------------------------