#ifndef Magnum_SceneGraph_Drawable_h #define Magnum_SceneGraph_Drawable_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** @file * @brief Class @ref Magnum::SceneGraph::Drawable, @ref Magnum::SceneGraph::DrawableGroup, alias @ref Magnum::SceneGraph::BasicDrawable2D, @ref Magnum::SceneGraph::BasicDrawable3D, @ref Magnum::SceneGraph::BasicDrawableGroup2D, @ref Magnum::SceneGraph::BasicDrawableGroup3D, typedef @ref Magnum::SceneGraph::Drawable2D, @ref Magnum::SceneGraph::Drawable3D, @ref Magnum::SceneGraph::DrawableGroup2D, @ref Magnum::SceneGraph::DrawableGroup3D */ #include "Magnum/SceneGraph/AbstractGroupedFeature.h" namespace Magnum { namespace SceneGraph { /** @brief Drawable Adds drawing functionality to the object. Each Drawable is part of some @ref DrawableGroup and the whole group can be drawn with particular camera using @ref Camera::draw(). ## Usage First thing is to add @ref Drawable feature to some object and implement @ref draw() function. You can do it conveniently using multiple inheritance (see @ref scenegraph-features for introduction). Example drawable object that draws blue sphere: @code typedef SceneGraph::Object Object3D; typedef SceneGraph::Scene Scene3D; class RedCube: public Object3D, public SceneGraph::Drawable3D { public: explicit RedCube(Object3D* parent, SceneGraph::DrawableGroup3D* group): Object3D{parent}, SceneGraph::Drawable3D{*this, group} { std::tie(_mesh, _vertices, _indices) = MeshTools::compile(Primitives::UVSphere::solid(16, 32), BufferUsage::StaticDraw); } private: void draw(const Matrix4& transformationMatrix, Camera3D& camera) override { _shader.setDiffuseColor(Color3::fromHSV(216.0_degf, 0.85f, 1.0f)) .setLightPosition(camera.cameraMatrix().transformPoint({5.0f, 5.0f, 7.0f})) .setTransformationMatrix(transformationMatrix) .setNormalMatrix(transformationMatrix.rotation()) .setProjectionMatrix(camera.projectionMatrix()); _mesh.draw(_shader); } Mesh _mesh; std::unique_ptr _vertices, _indices; Shaders::Phong _shader; } @endcode The @p transformationMatrix parameter in @ref draw() function contains transformation of the object (to which the drawable is attached) relative to @p camera. The camera contains projection matrix. Some shaders (like the @ref Shaders::Phong used in the example) have separate functions for setting transformation and projection matrix, but some (such as @ref Shaders::Flat) have single function to set composite transformation and projection matrix. In that case you need to combine the two matrices manually like in the following code. Some shaders have additional requirements for various transformation matrices, see their respective documentation for details. @code Shaders::Flat3D shader; shader.setTransformationProjectionMatrix(camera.projectionMatrix()*transformationMatrix); @endcode There is no way to just draw all the drawables in the scene, you need to create some drawable group and add the drawable objects to both the scene and the group. You can also use @ref DrawableGroup::add() and @ref DrawableGroup::remove() instead of passing the group in the constructor. @code Scene3D scene; SceneGraph::DrawableGroup3D drawables; (new RedCube(&scene, &drawables)) ->translate(Vector3::yAxis(-0.3f)) .rotateX(30.0_degf); // ... @endcode The last thing you need is camera attached to some object (thus using its transformation). Using the camera and the drawable group you can perform drawing in your @ref Platform::Sdl2Application::drawEvent() "drawEvent()" implementation. See @ref Camera2D and @ref Camera3D documentation for more information. @code auto cameraObject = new Object3D(&scene); cameraObject->translate(Vector3::zAxis(5.0f)); auto camera = new SceneGraph::Camera3D(&cameraObject); camera->setProjectionMatrix(Matrix4::perspectiveProjection(35.0_degf, 1.0f, 0.001f, 100.0f)); // ... void MyApplication::drawEvent() { camera->draw(drawables); // ... swapBuffers(); } @endcode ## Using multiple drawable groups to improve performance You can organize your drawables to multiple groups to minimize OpenGL state changes -- for example put all objects using the same shader, the same light setup etc into one group, then put all transparent into another and set common parameters once for whole group instead of setting them again in each @ref draw() implementation. Example: @code Shaders::PhongShader shader; SceneGraph::DrawableGroup3D phongObjects, transparentObjects; void MyApplication::drawEvent() { shader.setProjectionMatrix(camera->projectionMatrix()) .setLightPosition(lightPositionRelativeToCamera) .setLightColor(lightColor) .setAmbientColor(ambientColor); // Each drawable sets only unique properties such as transformation matrix // and diffuse color camera.draw(phongObjects); Renderer::enable(Renderer::Feature::Blending); // Also here camera.draw(transparentObjects); Renderer::disable(Renderer::Feature::Blending); // ... } @endcode ## Explicit template specializations The following specializations are explicitly compiled into @ref SceneGraph library. For other specializations (e.g. using @ref Magnum::Double "Double" type) you have to use @ref Drawable.hpp implementation file to avoid linker errors. See also @ref compilation-speedup-hpp for more information. - @ref Drawable2D - @ref Drawable3D @see @ref scenegraph, @ref BasicDrawable2D, @ref BasicDrawable3D, @ref Drawable2D, @ref Drawable3D, @ref DrawableGroup */ template class Drawable: public AbstractGroupedFeature, T> { public: /** * @brief Constructor * @param object Object this drawable belongs to * @param drawables Group this drawable belongs to * * Adds the feature to the object and also to the group, if specified. * Otherwise you can use @ref DrawableGroup::add(). */ explicit Drawable(AbstractObject& object, DrawableGroup* drawables = nullptr); /** * @brief Group containing this drawable * * If the drawable doesn't belong to any group, returns `nullptr`. */ DrawableGroup* drawables() { return AbstractGroupedFeature, T>::group(); } /** @overload */ const DrawableGroup* drawables() const { return AbstractGroupedFeature, T>::group(); } /** * @brief Draw the object using given camera * @param transformationMatrix Object transformation relative to camera * @param camera Camera * * Projection matrix can be retrieved from * @ref SceneGraph::Camera::projectionMatrix() "Camera::projectionMatrix()". */ virtual void draw(const MatrixTypeFor& transformationMatrix, Camera& camera) = 0; }; /** @brief Drawable for two-dimensional scenes Convenience alternative to `Drawable<2, T>`. See @ref Drawable for more information. @see @ref Drawable2D, @ref BasicDrawable3D */ #ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */ template using BasicDrawable2D = Drawable<2, T>; #endif /** @brief Drawable for two-dimensional float scenes @see @ref Drawable3D */ typedef BasicDrawable2D Drawable2D; /** @brief Drawable for three-dimensional scenes Convenience alternative to `Drawable<3, T>`. See @ref Drawable for more information. @see @ref Drawable3D, @ref BasicDrawable3D */ #ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */ template using BasicDrawable3D = Drawable<3, T>; #endif /** @brief Drawable for three-dimensional float scenes @see @ref Drawable2D */ typedef BasicDrawable3D Drawable3D; /** @brief Group of drawables See @ref Drawable for more information. @see @ref scenegraph, @ref BasicDrawableGroup2D, @ref BasicDrawableGroup3D, @ref DrawableGroup2D, @ref DrawableGroup3D */ #ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */ template using DrawableGroup = FeatureGroup, T>; #endif /** @brief Group of drawables for two-dimensional scenes Convenience alternative to `DrawableGroup<2, T>`. See @ref Drawable for more information. @see @ref DrawableGroup2D, @ref BasicDrawableGroup3D */ #ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */ template using BasicDrawableGroup2D = DrawableGroup<2, T>; #endif /** @brief Group of drawables for two-dimensional float scenes @see @ref DrawableGroup3D */ typedef BasicDrawableGroup2D DrawableGroup2D; /** @brief Group of drawables for three-dimensional scenes Convenience alternative to `DrawableGroup<3, T>`. See @ref Drawable for more information. @see @ref DrawableGroup3D, @ref BasicDrawableGroup2D */ #ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */ template using BasicDrawableGroup3D = DrawableGroup<3, T>; #endif /** @brief Group of drawables for three-dimensional float scenes @see @ref DrawableGroup2D */ typedef BasicDrawableGroup3D DrawableGroup3D; #if defined(CORRADE_TARGET_WINDOWS) && !defined(__MINGW32__) extern template class MAGNUM_SCENEGRAPH_EXPORT Drawable<2, Float>; extern template class MAGNUM_SCENEGRAPH_EXPORT Drawable<3, Float>; #endif }} #endif