#include "DynamicRenderable.h" #include #include using namespace Ogre; DynamicRenderable::DynamicRenderable() { } DynamicRenderable::~DynamicRenderable() { delete mRenderOp.vertexData; delete mRenderOp.indexData; } void DynamicRenderable::initialize(RenderOperation::OperationType operationType, bool useIndices) { // Initialize render operation mRenderOp.operationType = operationType; mRenderOp.useIndexes = useIndices; mRenderOp.vertexData = new VertexData; if (mRenderOp.useIndexes) mRenderOp.indexData = new IndexData; // Reset buffer capacities mVertexBufferCapacity = 0; mIndexBufferCapacity = 0; // Create vertex declaration createVertexDeclaration(); } void DynamicRenderable::prepareHardwareBuffers(size_t vertexCount, size_t indexCount) { // Prepare vertex buffer size_t newVertCapacity = mVertexBufferCapacity; if ((vertexCount > mVertexBufferCapacity) || (!mVertexBufferCapacity)) { // vertexCount exceeds current capacity! // It is necessary to reallocate the buffer. // Check if this is the first call if (!newVertCapacity) newVertCapacity = 1; // Make capacity the next power of two while (newVertCapacity < vertexCount) newVertCapacity <<= 1; } else if (vertexCount < mVertexBufferCapacity>>1) { // Make capacity the previous power of two while (vertexCount < newVertCapacity>>1) newVertCapacity >>= 1; } if (newVertCapacity != mVertexBufferCapacity) { mVertexBufferCapacity = newVertCapacity; // Create new vertex buffer HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( mRenderOp.vertexData->vertexDeclaration->getVertexSize(0), mVertexBufferCapacity, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); // TODO: Custom HBU_? // Bind buffer mRenderOp.vertexData->vertexBufferBinding->setBinding(0, vbuf); } // Update vertex count in the render operation mRenderOp.vertexData->vertexCount = vertexCount; if (mRenderOp.useIndexes) { OgreAssert(indexCount <= std::numeric_limits::max(), "indexCount exceeds 16 bit"); size_t newIndexCapacity = mIndexBufferCapacity; // Prepare index buffer if ((indexCount > newIndexCapacity) || (!newIndexCapacity)) { // indexCount exceeds current capacity! // It is necessary to reallocate the buffer. // Check if this is the first call if (!newIndexCapacity) newIndexCapacity = 1; // Make capacity the next power of two while (newIndexCapacity < indexCount) newIndexCapacity <<= 1; } else if (indexCount < newIndexCapacity>>1) { // Make capacity the previous power of two while (indexCount < newIndexCapacity>>1) newIndexCapacity >>= 1; } if (newIndexCapacity != mIndexBufferCapacity) { mIndexBufferCapacity = newIndexCapacity; // Create new index buffer mRenderOp.indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer( HardwareIndexBuffer::IT_16BIT, mIndexBufferCapacity, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); // TODO: Custom HBU_? } // Update index count in the render operation mRenderOp.indexData->indexCount = indexCount; } } Real DynamicRenderable::getBoundingRadius(void) const { return Math::Sqrt(std::max(mBox.getMaximum().squaredLength(), mBox.getMinimum().squaredLength())); } Real DynamicRenderable::getSquaredViewDepth(const Camera* cam) const { Vector3 vMin, vMax, vMid, vDist; vMin = mBox.getMinimum(); vMax = mBox.getMaximum(); vMid = ((vMax - vMin) * 0.5) + vMin; vDist = cam->getDerivedPosition() - vMid; return vDist.squaredLength(); }