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kraken/kraken/nodes/KRModel.h

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//
// KRModel.h
// Kraken Engine
//
// Copyright 2025 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
#pragma once
#include "KREngine-common.h"
#include "resources/mesh/KRMesh.h"
#include "KRModel.h"
#include "KRCamera.h"
#include "resources/mesh/KRMeshManager.h"
#include "KRNode.h"
#include "KRContext.h"
#include "resources/mesh/KRMesh.h"
#include "resources/mesh/KRMeshBinding.h"
#include "resources/texture/KRTexture.h"
#include "resources/texture/KRTextureBinding.h"
#include "KRBone.h"
class KRModel : public KRNode
{
public:
static const int kMeshLODCount = 8;
static void InitNodeInfo(KrNodeInfo* nodeInfo);
KRModel(KRScene& scene, std::string name);
KRModel(KRScene& scene, std::string instance_name, std::string model_name[kMeshLODCount], std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera, hydra::Vector3 rim_color = hydra::Vector3::Zero(), float rim_power = 0.0f);
virtual ~KRModel();
KrResult update(const KrNodeInfo* nodeInfo) override;
virtual std::string getElementName();
virtual tinyxml2::XMLElement* saveXML(tinyxml2::XMLNode* parent);
virtual void render(KRNode::RenderInfo& ri) override;
virtual void preStream(const KRViewport& viewport) override;
virtual hydra::AABB getBounds();
void setRimColor(const hydra::Vector3& rim_color);
void setRimPower(float rim_power);
hydra::Vector3 getRimColor();
float getRimPower();
void setLightMap(const std::string& name);
std::string getLightMap();
virtual kraken_stream_level getStreamLevel(const KRViewport& viewport);
private:
std::array<KRMeshBinding, kMeshLODCount> m_meshes;
std::array<std::vector<KRBone*>, kMeshLODCount> m_bones; // Connects model to set of bones
KRTextureBinding m_lightMap;
float m_min_lod_coverage;
void loadModel();
bool m_receivesShadow;
bool m_faces_camera;
hydra::Matrix4 m_boundsCachedMat;
hydra::AABB m_boundsCached;
hydra::Vector3 m_rim_color;
float m_rim_power;
private:
bool getShaderValue(ShaderValue value, hydra::Vector3* output) const override;
bool getShaderValue(ShaderValue value, float* output) const override;
};