#ifndef DYNAMIC_RENDERABLE_H #define DYNAMIC_RENDERABLE_H #include namespace orxonox { /// Abstract base class providing mechanisms for dynamically growing hardware buffers. class DynamicRenderable : public Ogre::SimpleRenderable { public: /// Constructor DynamicRenderable(); /// Virtual destructor virtual ~DynamicRenderable(); /** Initializes the dynamic renderable. @remarks This function should only be called once. It initializes the render operation, and calls the abstract function createVertexDeclaration(). @param operationType The type of render operation to perform. @param useIndices Specifies whether to use indices to determine the vertices to use as input. */ void initialize(Ogre::RenderOperation::OperationType operationType, bool useIndices); /// Implementation of Ogre::SimpleRenderable virtual Ogre::Real getBoundingRadius(void) const; /// Implementation of Ogre::SimpleRenderable virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera* cam) const; protected: /// Maximum capacity of the currently allocated vertex buffer. size_t mVertexBufferCapacity; /// Maximum capacity of the currently allocated index buffer. size_t mIndexBufferCapacity; /** Creates the vertex declaration. @remarks Override and set mRenderOp.vertexData->vertexDeclaration here. mRenderOp.vertexData will be created for you before this method is called. */ virtual void createVertexDeclaration() = 0; /** Prepares the hardware buffers for the requested vertex and index counts. @remarks This function must be called before locking the buffers in fillHardwareBuffers(). It guarantees that the hardware buffers are large enough to hold at least the requested number of vertices and indices (if using indices). The buffers are possibly reallocated to achieve this. @par The vertex and index count in the render operation are set to the values of vertexCount and indexCount respectively. @param vertexCount The number of vertices the buffer must hold. @param indexCount The number of indices the buffer must hold. This parameter is ignored if not using indices. */ void prepareHardwareBuffers(size_t vertexCount, size_t indexCount); /** Fills the hardware vertex and index buffers with data. @remarks This function must call prepareHardwareBuffers() before locking the buffers to ensure the they are large enough for the data to be written. Afterwards the vertex and index buffers (if using indices) can be locked, and data can be written to them. */ virtual void fillHardwareBuffers() = 0; }; } #endif // DYNAMIC_RENDERABLE_H