/*---------------------------------------------------------------------------* Project: NintendoWare File: SmSceneCtrl.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. The content herein is highly confidential and should be handled accordingly. $Revision: $ *---------------------------------------------------------------------------*/ #include "../include/SmSceneCtrl.h" //---------------------------------------- // struct RenderSceneInternalFunctor : public std::unary_function { nw::gfx::RenderContext* m_RenderContext; nw::gfx::MeshRenderer* m_MeshRenderer; RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRenderer) : m_RenderContext(renderContext), m_MeshRenderer(meshRenderer) { NW_NULL_ASSERT(renderContext); NW_NULL_ASSERT(meshRenderer); } void operator()(nw::gfx::RenderElement& element) { if (element.IsCommand()) { nw::gfx::RenderCommand* command = element.GetCommand(); NW_NULL_ASSERT(command); command->Invoke(m_RenderContext); } else { nw::gfx::ResMesh mesh = element.GetMesh(); nw::gfx::Model* model = element.GetModel(); model->PreRenderSignal()(model, mesh, m_RenderContext); m_MeshRenderer->RenderMesh(mesh, model); model->PostRenderSignal()(model, mesh, m_RenderContext); } NW_GL_ASSERT(); } }; //---------------------------------------- // コンストラクタ SmSceneCtrl::SmSceneCtrl( nw::gfx::RenderContext* renderContext ) : m_SceneContext( NULL ), m_SceneTraverser( NULL ), m_SceneUpdater( NULL ), m_SceneInitializer( NULL ), m_RenderContext( renderContext ), m_PriorMaterialRenderKeyFactory( NULL ), m_PriorDepthRenderKeyFactory( NULL ), m_RenderQueue( NULL ), m_MeshRenderer( NULL ) { m_SceneContext = nw::gfx::SceneContext::Builder() .MaxSceneNodes( 128 ).MaxModels(128).Create( m_Allocator ); m_SceneTraverser = nw::gfx::SceneTraverser::Builder() .Create( m_Allocator ); nw::gfx::WorldMatrixUpdater* worldMatrixUpdater = nw::gfx::WorldMatrixUpdater::Builder() .Create( m_Allocator ); nw::gfx::SkeletonUpdater* skeletonUpdater = nw::gfx::SkeletonUpdater::Builder() .Create( m_Allocator ); m_SceneUpdater = nw::gfx::SceneUpdater::Builder() .WorldMatrixUpdaterPtr(worldMatrixUpdater) .SkeletonUpdaterPtr(skeletonUpdater) .Create( m_Allocator ); nw::gfx::IMaterialIdGenerator* materialIdGenerator = nw::gfx::SortingMaterialIdGenerator::Builder() .IsFixedSizeMemory(true) .MaxMaterials(128) .Create(m_Allocator); m_SceneInitializer = nw::gfx::SceneInitializer::Builder() .MaterialIdGenerator(materialIdGenerator) .Create( m_Allocator ); m_PriorMaterialRenderKeyFactory = nw::gfx::CreatePriorMaterialRenderKeyFactory( m_Allocator ); m_PriorDepthRenderKeyFactory = nw::gfx::CreatePriorDepthReverseDepthRenderKeyFactory( m_Allocator ); m_RenderQueue = nw::gfx::RenderQueue::Builder() .MaxRenderElements(512) .Create( m_Allocator ); m_RenderQueue->Reset( m_PriorMaterialRenderKeyFactory, m_PriorDepthRenderKeyFactory, m_PriorMaterialRenderKeyFactory, m_PriorMaterialRenderKeyFactory); m_MeshRenderer = nw::gfx::MeshRenderer::Create( m_Allocator ); m_MeshRenderer->SetRenderContext( m_RenderContext ); } //---------------------------------------- // デストラクタ SmSceneCtrl::~SmSceneCtrl() { nw::gfx::SafeDestroy(m_SceneInitializer); nw::gfx::SafeDestroy(m_SceneTraverser); nw::gfx::SafeDestroy(m_SceneUpdater); nw::gfx::SafeDestroy(m_SceneContext); nw::gfx::SafeDestroy(m_MeshRenderer); nw::gfx::SafeDestroy(m_RenderQueue); nw::gfx::SafeDestroy(m_PriorMaterialRenderKeyFactory); nw::gfx::SafeDestroy(m_PriorDepthRenderKeyFactory); } //---------------------------------------- // シーンを更新する void SmSceneCtrl::UpdateScene() { m_SceneUpdater->UpdateAll(m_SceneContext); } //---------------------------------------- // シーンを初期化する void SmSceneCtrl::InitializeScene(nw::gfx::SceneNode* sceneRoot) { m_SceneTraverser->Begin(m_SceneContext); sceneRoot->Accept(m_SceneInitializer); m_SceneTraverser->End(); TraverseScene(sceneRoot); } //---------------------------------------- void SmSceneCtrl::TraverseScene(nw::gfx::SceneNode* sceneRoot) { this->m_SceneTraverser->Begin(this->m_SceneContext); sceneRoot->Accept(this->m_SceneTraverser); this->m_SceneTraverser->End(); // パーティクルセットの依存順でソートする std::sort( this->m_SceneContext->GetParticleSetBegin(), this->m_SceneContext->GetParticleSetEnd(), nw::gfx::ParticleSetCompare()); } //---------------------------------------- void SmSceneCtrl::SetSceneEnvironmentSetting( nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting ) { nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); sceneEnvironmentSetting->ResolveReference(*m_SceneContext); sceneEnvironment.ApplyFrom(*sceneEnvironmentSetting); } //---------------------------------------- // カメラの視界に基づいてシーンを更新し、描画キューを構築します。 void SmSceneCtrl::SubmitView( nw::gfx::Camera* currentCamera ) { nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); // nw::gfx::Camera* camera = sceneEnvironment.GetActiveCamera(); // Fog を更新します。 nw::gfx::FogArray::iterator fogEnd = m_SceneContext->GetFogEnd(); for (nw::gfx::FogArray::iterator fog = m_SceneContext->GetFogBegin(); fog != fogEnd; ++fog) { if (*fog != NULL) { (*fog)->Update( currentCamera ); } } m_RenderQueue->Reset(); m_SceneUpdater->SubmitView( m_RenderQueue, m_SceneContext, *currentCamera, 0 ); // ソートする std::sort( m_RenderQueue->Begin(), m_RenderQueue->End(), nw::gfx::RenderElementCompare()); } //---------------------------------------- // 描画を行います。 void SmSceneCtrl::Render() { // m_RenderContext->SetCameraMatrix(camera); std::for_each( m_RenderQueue->Begin(), m_RenderQueue->End(), RenderSceneInternalFunctor(m_RenderContext, m_MeshRenderer)); } //---------------------------------------- // ログを出力します。 void SmSceneCtrl::OutputLog() { // m_SceneContextが保持するノードの状況を出力します。 { u32 cnt = 0; { nw::gfx::SceneContext::SceneNodeArray::iterator end = m_SceneContext->GetSceneNodesEnd(); for (nw::gfx::SceneContext::SceneNodeArray::iterator i = m_SceneContext->GetSceneNodesBegin(); i != end;) { i++; cnt++; } NW_DEV_LOG( "SceneContex:SceneNode Num %d\n", cnt ); cnt = 0; } { nw::gfx::SceneContext::ModelArray::iterator end = m_SceneContext->GetModelsEnd(); for (nw::gfx::SceneContext::ModelArray::iterator i = m_SceneContext->GetModelsBegin(); i != end;) { i++; cnt++; } NW_DEV_LOG( "SceneContex:ModelArray Num %d\n", cnt ); cnt = 0; } { nw::gfx::SceneContext::ParticleModelArray::iterator end = m_SceneContext->GetParticleModelEnd(); for (nw::gfx::SceneContext::ParticleModelArray::iterator i = m_SceneContext->GetParticleModelBegin(); i != end;) { i++; cnt++; } NW_DEV_LOG( "SceneContex:Particle Model Array Num %d\n", cnt ); cnt = 0; } { nw::gfx::SceneContext::ParticleSetArray::iterator end = m_SceneContext->GetParticleSetEnd(); for (nw::gfx::SceneContext::ParticleSetArray::iterator i = m_SceneContext->GetParticleSetBegin(); i != end;) { i++; cnt++; } NW_DEV_LOG( "SceneContex:Particle Set Array Num %d\n", cnt ); cnt = 0; } } } #if 0 //---------------------------------------- // 描画環境をセットする void SmSceneCtrl::SetEnvironment( s32 cameraIndex ) { NW_UNUSED_VARIABLE(cameraIndex); nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); // sceneEnvironment.SetActiveCamera(cameraIndex); m_RenderContext->SetActiveCamera(cameraIndex); if (m_SceneContext->GetAmbientLightsBegin() != m_SceneContext->GetAmbientLightsEnd()) { sceneEnvironment.SetAmbientLight(*m_SceneContext->GetAmbientLightsBegin()); } if (m_SceneContext->GetHemiSphereLightsBegin() != m_SceneContext->GetHemiSphereLightsEnd()) { sceneEnvironment.SetHemiSphereLight(*m_SceneContext->GetHemiSphereLightsBegin()); } std::for_each( m_SceneContext->GetFragmentLightsBegin(), m_SceneContext->GetFragmentLightsEnd(), std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetFragmentLight), &sceneEnvironment)); std::for_each( m_SceneContext->GetVertexLightsBegin(), m_SceneContext->GetVertexLightsEnd(), std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetVertexLight), &sceneEnvironment)); if (m_SceneContext->GetFogBegin() != m_SceneContext->GetFogEnd()) { sceneEnvironment.SetFog(0, *m_SceneContext->GetFogBegin()); } } #endif