1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_SceneInitializer.cpp
4 
5   Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain proprietary
8   information of Nintendo and/or its licensed developers and are protected by
9   national and international copyright laws. They may not be disclosed to third
10   parties or copied or duplicated in any form, in whole or in part, without the
11   prior written consent of Nintendo.
12 
13   The content herein is highly confidential and should be handled accordingly.
14 
15   $Revision: 31311 $
16  *---------------------------------------------------------------------------*/
17 
18 #include "precompiled.h"
19 
20 #include <nw/gfx/gfx_SceneTraverser.h>
21 #include <nw/gfx/gfx_SceneContext.h>
22 #include <nw/gfx/gfx_SceneNode.h>
23 #include <nw/gfx/gfx_TransformNode.h>
24 #include <nw/gfx/gfx_Model.h>
25 #include <nw/gfx/gfx_SkeletalModel.h>
26 #include <nw/gfx/gfx_Camera.h>
27 #include <nw/gfx/gfx_Fog.h>
28 #include <nw/gfx/gfx_FragmentLight.h>
29 #include <nw/gfx/gfx_VertexLight.h>
30 #include <nw/gfx/gfx_AmbientLight.h>
31 #include <nw/gfx/gfx_HemiSphereLight.h>
32 #include <nw/gfx/gfx_ParticleSet.h>
33 #include <nw/gfx/gfx_IMaterialIdGenerator.h>
34 
35 namespace nw
36 {
37 namespace gfx
38 {
39 
40 NW_UT_RUNTIME_TYPEINFO_DEFINITION(SceneInitializer, ISceneVisitor);
41 
42 //----------------------------------------
43 SceneInitializer*
Create(os::IAllocator * allocator)44 SceneInitializer::Builder::Create(
45     os::IAllocator* allocator
46 )
47 {
48     NW_NULL_ASSERT(allocator);
49 
50     void* memory = allocator->Alloc(sizeof(SceneInitializer));
51     NW_NULL_ASSERT(memory);
52 
53     NW_ASSERTMSG(
54         m_Description.materialIdGenerator != NULL, "SceneInitializer need to set an IMaterialIdGenerator instance.");
55 
56     SceneInitializer* initializer = new(memory) SceneInitializer(allocator, m_Description);
57 
58     return initializer;
59 }
60 
61 //----------------------------------------
VisitModel(Model * model)62 void SceneInitializer::VisitModel(Model* model)
63 {
64     if (m_MaterialIdGenerator.Get() != NULL)
65     {
66         nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second;
67         for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first;
68             material != materialEnd;
69             ++material)
70         {
71             m_MaterialIdGenerator.Get()->Accept(*material);
72         }
73     }
74 }
75 
76 //----------------------------------------
VisitSkeletalModel(SkeletalModel * model)77 void SceneInitializer::VisitSkeletalModel(SkeletalModel* model)
78 {
79     if (m_MaterialIdGenerator.Get() != NULL)
80     {
81         nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second;
82         for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first;
83             material != materialEnd;
84             ++material)
85         {
86             m_MaterialIdGenerator.Get()->Accept(*material);
87         }
88     }
89 }
90 
91 //----------------------------------------
VisitParticleModel(ParticleModel * model)92 void SceneInitializer::VisitParticleModel(ParticleModel* model)
93 {
94     if (m_MaterialIdGenerator.Get() != NULL)
95     {
96         nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second;
97         for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first;
98             material != materialEnd;
99             ++material)
100         {
101             m_MaterialIdGenerator.Get()->Accept(*material);
102         }
103     }
104 }
105 
106 //----------------------------------------
Begin()107 void SceneInitializer::Begin()
108 {
109 }
110 
111 //----------------------------------------
End()112 void SceneInitializer::End()
113 {
114     m_MaterialIdGenerator.Get()->Generate();
115 }
116 
117 } // namespace gfx
118 } // namespace nw
119