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/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
* Copyright 2003,2004 Nils Thuerey
*
* Scene object, that contains and manages all geometry objects
*
*****************************************************************************/
#include "utilities.h"
#include "ntl_scene.h"
#include "ntl_geometryobject.h"
#include "ntl_geometryshader.h"
//#include <sys/times.h>
/******************************************************************************
* Constructor
*****************************************************************************/
ntlScene::ntlScene( ntlRenderGlobals *glob ) :
mpGlob( glob ),
mpTree( NULL ),
mDisplayListId( -1 ),
mSceneBuilt( false ), mFirstInitDone( false )
{
}
/******************************************************************************
* Destructor
*****************************************************************************/
ntlScene::~ntlScene()
{
cleanupScene();
// cleanup lists
for (vector<ntlGeometryClass*>::iterator iter = mGeos.begin();
iter != mGeos.end(); iter++) {
delete (*iter);
}
for (vector<ntlLightObject*>::iterator iter = mpGlob->getLightList()->begin();
iter != mpGlob->getLightList()->end(); iter++) {
delete (*iter);
}
for (vector<ntlMaterial*>::iterator iter = mpGlob->getMaterials()->begin();
iter != mpGlob->getMaterials()->end(); iter++) {
delete (*iter);
}
}
/******************************************************************************
* Build the scene arrays (obj, tris etc.)
*****************************************************************************/
void ntlScene::buildScene( void )
{
const bool buildInfo=false;
mObjects.clear();
/* init geometry array, first all standard objects */
for (vector<ntlGeometryClass*>::iterator iter = mGeos.begin();
iter != mGeos.end(); iter++) {
bool geoinit = false;
int tid = (*iter)->getTypeId();
if(tid & GEOCLASSTID_OBJECT) {
ntlGeometryObject *geoobj = (ntlGeometryObject*)(*iter);
geoinit = true;
mObjects.push_back( geoobj );
if(buildInfo) debMsgStd("ntlScene::BuildScene",DM_MSG,"added GeoObj "<<geoobj->getName(), 5 );
}
//if(geoshad) {
if(tid & GEOCLASSTID_SHADER) {
ntlGeometryShader *geoshad = (ntlGeometryShader*)(*iter);
geoinit = true;
if(!mFirstInitDone) {
// only on first init
geoshad->initializeShader();
}
for (vector<ntlGeometryObject*>::iterator siter = geoshad->getObjectsBegin();
siter != geoshad->getObjectsEnd();
siter++) {
if(buildInfo) debMsgStd("ntlScene::BuildScene",DM_MSG,"added shader geometry "<<(*siter)->getName(), 5 );
mObjects.push_back( (*siter) );
}
}
if(!geoinit) {
errFatal("ntlScene::BuildScene","Invalid geometry class!", SIMWORLD_INITERROR);
return;
}
}
// collect triangles
mTriangles.clear();
mVertices.clear();
mVertNormals.clear();
/* for test mode deactivate transparencies etc. */
if( mpGlob->getTestMode() ) {
debugOut("ntlScene::buildScene : Test Mode activated!", 2);
// assign random colors to dark materials
int matCounter = 0;
ntlColor stdCols[] = { ntlColor(0,0,1.0), ntlColor(0,1.0,0), ntlColor(1.0,0.7,0) , ntlColor(0.7,0,0.6) };
int stdColNum = 4;
for (vector<ntlMaterial*>::iterator iter = mpGlob->getMaterials()->begin();
iter != mpGlob->getMaterials()->end(); iter++) {
(*iter)->setTransparence(0.0);
(*iter)->setMirror(0.0);
(*iter)->setFresnel(false);
// too dark?
if( norm((*iter)->getDiffuseRefl()) <0.01) {
(*iter)->setDiffuseRefl( stdCols[matCounter] );
matCounter ++;
matCounter = matCounter%stdColNum;
}
}
// restrict output file size to 400
float downscale = 1.0;
if(mpGlob->getResX() > 400){ downscale = 400.0/(float)mpGlob->getResX(); }
if(mpGlob->getResY() > 400){
float downscale2 = 400.0/(float)mpGlob->getResY();
if(downscale2<downscale) downscale=downscale2;
}
mpGlob->setResX( (int)(mpGlob->getResX() * downscale) );
mpGlob->setResY( (int)(mpGlob->getResY() * downscale) );
}
/* collect triangles from objects */
int idCnt = 0; // give IDs to objects
for (vector<ntlGeometryObject*>::iterator iter = mObjects.begin();
iter != mObjects.end();
iter++) {
/* only add visible objects */
(*iter)->initialize( mpGlob );
(*iter)->getTriangles(&mTriangles, &mVertices, &mVertNormals, idCnt);
idCnt ++;
}
/* calculate triangle normals, and initialize flags */
for (vector<ntlTriangle>::iterator iter = mTriangles.begin();
iter != mTriangles.end();
iter++) {
// calculate normal from triangle points
ntlVec3Gfx normal =
cross( (ntlVec3Gfx)( (mVertices[(*iter).getPoints()[2]] - mVertices[(*iter).getPoints()[0]]) *-1.0), // BLITZ minus sign right??
(ntlVec3Gfx)(mVertices[(*iter).getPoints()[1]] - mVertices[(*iter).getPoints()[0]]) );
normalize(normal);
(*iter).setNormal( normal );
}
// scene geometry built
mSceneBuilt = true;
// init shaders that require complete geometry
if(!mFirstInitDone) {
// only on first init
for (vector<ntlGeometryClass*>::iterator iter = mGeos.begin();
iter != mGeos.end(); iter++) {
if( (*iter)->getTypeId() & GEOCLASSTID_SHADER ) {
ntlGeometryShader *geoshad = (ntlGeometryShader*)(*iter);
geoshad->postGeoConstrInit( mpGlob );
}
}
mFirstInitDone = true;
}
// check unused attributes (for classes and objects!)
for (vector<ntlGeometryObject*>::iterator iter = mObjects.begin(); iter != mObjects.end(); iter++) {
if((*iter)->getAttributeList()->checkUnusedParams()) {
(*iter)->getAttributeList()->print(); // DEBUG
errFatal("ntlScene::buildScene","Unused params for object '"<< (*iter)->getName() <<"' !", SIMWORLD_INITERROR );
return;
}
}
for (vector<ntlGeometryClass*>::iterator iter = mGeos.begin(); iter != mGeos.end(); iter++) {
if((*iter)->getAttributeList()->checkUnusedParams()) {
(*iter)->getAttributeList()->print(); // DEBUG
errFatal("ntlScene::buildScene","Unused params for object '"<< (*iter)->getName() <<"' !", SIMWORLD_INITERROR );
return;
}
}
}
/******************************************************************************
* Prepare the scene triangles and maps for raytracing
*****************************************************************************/
void ntlScene::prepareScene( void )
{
/* init triangles... */
buildScene();
// what for currently not used ???
if(mpTree != NULL) delete mpTree;
mpTree = new ntlTree( mpGlob->getTreeMaxDepth(), mpGlob->getTreeMaxTriangles(),
this, TRI_GEOMETRY );
//debMsgStd("ntlScene::prepareScene",DM_MSG,"Stats - tris:"<< (int)mTriangles.size()<<" verts:"<<mVertices.size()<<" vnorms:"<<mVertNormals.size(), 5 );
}
/******************************************************************************
* Do some memory cleaning, when frame is finished
*****************************************************************************/
void ntlScene::cleanupScene( void )
{
mObjects.clear();
mTriangles.clear();
mVertices.clear();
mVertNormals.clear();
if(mpTree != NULL) delete mpTree;
mpTree = NULL;
}
/******************************************************************************
* Intersect a ray with the scene triangles
*****************************************************************************/
void ntlScene::intersectScene(const ntlRay &r, gfxReal &distance, ntlVec3Gfx &normal, ntlTriangle *&tri,int flags) const
{
distance = -1.0;
mpGlob->setCounterSceneInter( mpGlob->getCounterSceneInter()+1 );
mpTree->intersect(r, distance, normal, tri, flags, false);
}
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