1 //  SuperTuxKart - a fun racing game with go-kart
2 //  Copyright (C) 2011-2015 Marianne Gagnon
3 //  based on code Copyright 2002-2010 Nikolaus Gebhardt
4 //
5 //  This program is free software; you can redistribute it and/or
6 //  modify it under the terms of the GNU General Public License
7 //  as published by the Free Software Foundation; either version 3
8 //  of the License, or (at your option) any later version.
9 //
10 //  This program is distributed in the hope that it will be useful,
11 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
12 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 //  GNU General Public License for more details.
14 //
15 //  You should have received a copy of the GNU General Public License
16 //  along with this program; if not, write to the Free Software
17 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 #include "graphics/camera.hpp"
20 #include "graphics/central_settings.hpp"
21 #include "graphics/irr_driver.hpp"
22 #include "graphics/lod_node.hpp"
23 #include "config/user_config.hpp"
24 #include "karts/abstract_kart.hpp"
25 
26 #include <ISceneManager.h>
27 #include <ICameraSceneNode.h>
28 #include <IMeshSceneNode.h>
29 #include <IAnimatedMeshSceneNode.h>
30 
31 /**
32   * @param group_name Only useful for getGroupName()
33   */
LODNode(std::string group_name,scene::ISceneNode * parent,scene::ISceneManager * mgr,s32 id)34 LODNode::LODNode(std::string group_name, scene::ISceneNode* parent,
35                  scene::ISceneManager* mgr, s32 id)
36     : ISceneNode(parent, mgr, id)
37 {
38     assert(mgr != NULL);
39     assert(parent != NULL);
40 
41     m_group_name = group_name;
42 
43     m_previous_visibility = FIRST_PASS;
44 
45     // At this stage refcount is two: one because of the object being
46     // created, and once because it is a child of the parent. Drop once,
47     // so that only the reference from the parent is active, causing this
48     // node to be deleted when it is removed from the parent.
49     drop();
50 
51     m_forced_lod = -1;
52     m_last_tick = 0;
53 }
54 
~LODNode()55 LODNode::~LODNode()
56 {
57 }
58 
render()59 void LODNode::render()
60 {
61     //ISceneNode::render();
62 }
63 
64 /** Returns the level to use, or -1 if the object is too far
65  *  away.
66  */
getLevel()67 int LODNode::getLevel()
68 {
69     if (m_nodes.size() == 0)
70         return -1;
71 
72     // If a level is forced, use it
73     if(m_forced_lod>-1)
74         return m_forced_lod;
75 
76     Camera* camera = Camera::getActiveCamera();
77     if (camera == NULL)
78         return (int)m_detail.size() - 1;
79     const Vec3 &pos = camera->getCameraSceneNode()->getAbsolutePosition();
80 
81     const int dist =
82         (int)((m_nodes[0]->getAbsolutePosition()).getDistanceFromSQ(pos.toIrrVector() ));
83 
84     for (unsigned int n=0; n<m_detail.size(); n++)
85     {
86         if (dist < m_detail[n])
87             return n;
88     }
89 
90     return -1;
91 }  // getLevel
92 
93 // ---------------------------------------------------------------------------
94 /** Forces the level of detail to be n. If n>number of levels, the most
95  *  detailed level is used. This is used to disable LOD when the end
96  *  camera is activated, since it zooms in to the kart. */
forceLevelOfDetail(int n)97 void LODNode::forceLevelOfDetail(int n)
98 {
99     m_forced_lod = (n >=(int)m_detail.size()) ? (int)m_detail.size()-1 : n;
100 }   // forceLevelOfDetail
101 
102 // ----------------------------------------------------------------------------
OnAnimate(u32 timeMs)103 void LODNode::OnAnimate(u32 timeMs)
104 {
105     if (isVisible() && m_nodes.size() > 0)
106     {
107         // update absolute position
108         updateAbsolutePosition();
109 
110 #ifndef SERVER_ONLY
111         if (CVS->isGLSL())
112         {
113             for (size_t i = 0; i < m_nodes.size(); i++)
114             {
115                 m_nodes[i]->setVisible(true);
116                 m_nodes[i]->OnAnimate(timeMs);
117             }
118         }
119         else
120 #endif
121         {
122             int level = getLevel();
123             // Assume all the scene node have the same bouding box
124             if(level>=0)
125                 m_nodes[level]->OnAnimate(timeMs);
126         }
127 
128         Box = m_nodes[m_detail.size()-1]->getBoundingBox();
129 
130         // If this node has children other than the LOD nodes, animate it
131         core::list<ISceneNode*>::Iterator it;
132         for (it = Children.begin(); it != Children.end(); it++)
133         {
134             if (m_nodes_set.find(*it) == m_nodes_set.end())
135             {
136                 assert(*it != NULL);
137                 if ((*it)->isVisible())
138                 {
139                     (*it)->OnAnimate(timeMs);
140                 }
141             }
142         }
143 
144     }
145 }
146 
updateVisibility(bool * shown)147 void LODNode::updateVisibility(bool* shown)
148 {
149     if (!isVisible()) return;
150     if (m_nodes.size() == 0) return;
151 
152     unsigned int level = getLevel();
153     for (size_t i = 0; i < m_nodes.size(); i++)
154     {
155         m_nodes[i]->setVisible(i == level);
156         if (i == level && shown != NULL)
157             *shown = (i > 0);
158     }
159 }
160 
OnRegisterSceneNode()161 void LODNode::OnRegisterSceneNode()
162 {
163     bool shown = false;
164     updateVisibility(&shown);
165 
166 #ifndef SERVER_ONLY
167     if (CVS->isGLSL())
168     {
169         return;
170     }
171 #endif
172 
173     const u32 now = irr_driver->getDevice()->getTimer()->getTime();
174 
175     // support an optional, mostly hard-coded fade-in/out effect for objects with a single level
176     if (m_nodes.size() == 1 && (m_nodes[0]->getType() == scene::ESNT_MESH ||
177                                 m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH) &&
178         now > m_last_tick)
179     {
180         if (m_previous_visibility == WAS_HIDDEN && shown)
181         {
182             scene::IMesh* mesh;
183 
184             if (m_nodes[0]->getType() == scene::ESNT_MESH)
185             {
186                 scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
187                 mesh = node->getMesh();
188             }
189             else
190             {
191                 assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
192                 scene::IAnimatedMeshSceneNode* node =
193                     (scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
194                 assert(node != NULL);
195                 mesh = node->getMesh();
196             }
197         }
198         else if (m_previous_visibility == WAS_SHOWN && !shown)
199         {
200             scene::IMesh* mesh;
201 
202             if (m_nodes[0]->getType() == scene::ESNT_MESH)
203             {
204                 scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
205                 mesh = node->getMesh();
206             }
207             else
208             {
209                 assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
210                 scene::IAnimatedMeshSceneNode* node =
211                     (scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
212                 assert(node != NULL);
213                 mesh = node->getMesh();
214             }
215 
216         }
217         else if (m_previous_visibility == FIRST_PASS && !shown)
218         {
219             scene::IMesh* mesh;
220 
221             if (m_nodes[0]->getType() == scene::ESNT_MESH)
222             {
223                 scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
224                 mesh = node->getMesh();
225             }
226             else
227             {
228                 assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
229                 scene::IAnimatedMeshSceneNode* node =
230                 (scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
231                 assert(node != NULL);
232                 mesh = node->getMesh();
233             }
234         }
235     }
236 
237     m_previous_visibility = (shown ? WAS_SHOWN : WAS_HIDDEN);
238     m_last_tick = now;
239 #ifndef SERVER_ONLY
240     if (!CVS->isGLSL())
241     {
242         for (core::list<ISceneNode*>::Iterator it = Children.begin();
243             it != Children.end(); it++)
244         {
245             (*it)->updateAbsolutePosition();
246         }
247     }
248 #endif
249     scene::ISceneNode::OnRegisterSceneNode();
250 }
251 
add(int level,scene::ISceneNode * node,bool reparent)252 void LODNode::add(int level, scene::ISceneNode* node, bool reparent)
253 {
254     // samuncle suggested to put a slight randomisation in LOD
255     // I'm not convinced (Auria) but he's the artist pro, so I listen ;P
256     // The last level should not be randomized because after that the object disappears,
257     // and the location is disapparition needs to be deterministic
258     if (m_detail.size() > 0)
259     {
260         assert(m_detail.back()<level*level);
261         m_detail[m_detail.size() - 1] += (int)(((rand()%1000)-500)/500.0f*(m_detail[m_detail.size() - 1]*0.2f));
262     }
263 
264     assert(node != NULL);
265 
266     node->grab();
267     node->remove();
268     node->setPosition(core::vector3df(0,0,0));
269     m_detail.push_back(level*level);
270     m_nodes.push_back(node);
271     m_nodes_set.insert(node);
272     node->setParent(this);
273 
274     if (node->getType() == scene::ESNT_ANIMATED_MESH)
275         ((scene::IAnimatedMeshSceneNode *) node)->setReadOnlyMaterials(true);
276     if (node->getType() == scene::ESNT_MESH)
277         ((scene::IMeshSceneNode *) node)->setReadOnlyMaterials(true);
278 
279     node->drop();
280 
281     node->updateAbsolutePosition();
282 }
283