1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __InstancedGeometry_H__ |
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30 | #define __InstancedGeometry_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreMovableObject.h" |
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34 | #include "OgreSimpleRenderable.h" |
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35 | #include "OgreSkeleton.h" |
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36 | #include "OgreSkeletonInstance.h" |
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37 | #include "OgreAnimationTrack.h" |
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38 | #include "OgreBone.h" |
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39 | |
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40 | namespace Ogre { |
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41 | |
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42 | /** Pre-transforms and batches up meshes for efficient use as instanced geometry |
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43 | in a scene |
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44 | @remarks |
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45 | Shader instancing allows to save both memory and draw calls. While |
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46 | StaticGeometry stores 500 times the same object in a batch to display 500 |
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47 | objects, this shader instancing implementation stores only 80 times the object, |
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48 | and then re-uses the vertex data with different shader parameter. |
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49 | Although you save memory, you make more draw call. However, you still |
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50 | make less draw calls than if you were rendering each object independently. |
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51 | Plus, you can move the batched objects independently of one another which |
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52 | you cannot do with StaticGeometry. |
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53 | @par |
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54 | Therefore it is important when you are rendering a lot of geometry to |
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55 | batch things up into as few rendering calls as possible. This |
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56 | class allows you to build a batched object from a series of entities |
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57 | in order to benefit from this behaviour. |
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58 | Batching has implications of it's own though: |
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59 | @li Batched geometry cannot be subdivided; that means that the whole |
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60 | group will be displayed, or none of it will. This obivously has |
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61 | culling issues. |
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62 | @li A single material must apply for each batch. In fact this class |
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63 | allows you to use multiple materials, but you should be aware that |
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64 | internally this means that there is one batch per material. |
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65 | Therefore you won't gain as much benefit from the batching if you |
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66 | use many different materials; try to keep the number down. |
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67 | @par |
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68 | The bounding box information is computed whith object position only. |
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69 | It doesn't take account of the object orientation. |
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70 | @par |
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71 | The LOD settings of both the Mesh and the Materials used in |
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72 | constructing this instanced geometry will be respected. This means that |
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73 | if you use meshes/materials which have LOD, batches in the distance |
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74 | will have a lower polygon count or material detail to those in the |
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75 | foreground. Since each mesh might have different LOD distances, during |
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76 | build the furthest distance at each LOD level from all meshes |
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77 | in that BatchInstance is used. This means all the LOD levels change at the |
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78 | same time, but at the furthest distance of any of them (so quality is |
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79 | not degraded). Be aware that using Mesh LOD in this class will |
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80 | further increase the memory required. Only generated LOD |
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81 | is supported for meshes. |
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82 | @par |
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83 | There are 2 ways you can add geometry to this class; you can add |
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84 | Entity objects directly with predetermined positions, scales and |
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85 | orientations, or you can add an entire SceneNode and it's subtree, |
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86 | including all the objects attached to it. Once you've added everthing |
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87 | you need to, you have to call build() the fix the geometry in place. |
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88 | @par |
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89 | You should not construct instances of this class directly; instead, call |
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90 | SceneManager::createInstancedGeometry, which gives the SceneManager the |
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91 | option of providing you with a specialised version of this class if it |
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92 | wishes, and also handles the memory management for you like other |
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93 | classes. |
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94 | */ |
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95 | class _OgreExport InstancedGeometry |
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96 | { |
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97 | public: |
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98 | /** Struct holding geometry optimised per SubMesh / lod level, ready |
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99 | for copying to instances. |
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100 | @remarks |
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101 | Since we're going to be duplicating geometry lots of times, it's |
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102 | far more important that we don't have redundant vertex data. If a |
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103 | SubMesh uses shared geometry, or we're looking at a lower LOD, not |
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104 | all the vertices are being referenced by faces on that submesh. |
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105 | Therefore to duplicate them, potentially hundreds or even thousands |
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106 | of times, would be extremely wasteful. Therefore, if a SubMesh at |
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107 | a given LOD has wastage, we create an optimised version of it's |
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108 | geometry which is ready for copying with no wastage. |
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109 | */ |
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110 | class _OgrePrivate OptimisedSubMeshGeometry |
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111 | { |
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112 | public: |
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113 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} |
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114 | ~OptimisedSubMeshGeometry() |
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115 | { |
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116 | delete vertexData; |
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117 | delete indexData; |
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118 | } |
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119 | VertexData *vertexData; |
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120 | IndexData *indexData; |
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121 | }; |
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122 | typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList; |
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123 | /// Saved link between SubMesh at a LOD and vertex/index data |
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124 | /// May point to original or optimised geometry |
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125 | struct SubMeshLodGeometryLink |
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126 | { |
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127 | VertexData* vertexData; |
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128 | IndexData* indexData; |
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129 | }; |
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130 | typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList; |
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131 | typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup; |
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132 | /// Structure recording a queued submesh for the build |
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133 | struct QueuedSubMesh |
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134 | { |
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135 | SubMesh* submesh; |
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136 | /// Link to LOD list of geometry, potentially optimised |
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137 | SubMeshLodGeometryLinkList* geometryLodList; |
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138 | String materialName; |
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139 | Vector3 position; |
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140 | Quaternion orientation; |
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141 | Vector3 scale; |
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142 | /// Pre-transformed world AABB |
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143 | AxisAlignedBox worldBounds; |
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144 | unsigned int ID; |
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145 | }; |
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146 | typedef std::vector<QueuedSubMesh*> QueuedSubMeshList; |
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147 | typedef std::vector<String> QueuedSubMeshOriginList; |
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148 | /// Structure recording a queued geometry for low level builds |
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149 | struct QueuedGeometry |
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150 | { |
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151 | SubMeshLodGeometryLink* geometry; |
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152 | Vector3 position; |
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153 | Quaternion orientation; |
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154 | Vector3 scale; |
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155 | unsigned int ID; |
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156 | }; |
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157 | typedef std::vector<QueuedGeometry*> QueuedGeometryList; |
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158 | |
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159 | // forward declarations |
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160 | class LODBucket; |
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161 | class MaterialBucket; |
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162 | class BatchInstance; |
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163 | class InstancedObject; |
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164 | |
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165 | /** A GeometryBucket is a the lowest level bucket where geometry with |
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166 | the same vertex & index format is stored. It also acts as the |
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167 | renderable. |
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168 | */ |
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169 | class _OgreExport GeometryBucket : public SimpleRenderable |
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170 | { |
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171 | protected: |
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172 | |
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173 | /// Geometry which has been queued up pre-build (not for deallocation) |
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174 | QueuedGeometryList mQueuedGeometry; |
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175 | /// Pointer to the Batch |
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176 | InstancedGeometry*mBatch; |
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177 | /// Pointer to parent bucket |
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178 | MaterialBucket* mParent; |
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179 | /// String identifying the vertex / index format |
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180 | String mFormatString; |
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181 | /// Vertex information, includes current number of vertices |
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182 | /// committed to be a part of this bucket |
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183 | VertexData* mVertexData; |
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184 | /// Index information, includes index type which limits the max |
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185 | /// number of vertices which are allowed in one bucket |
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186 | IndexData* mIndexData; |
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187 | /// Size of indexes |
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188 | HardwareIndexBuffer::IndexType mIndexType; |
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189 | /// Maximum vertex indexable |
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190 | size_t mMaxVertexIndex; |
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191 | /// Index of the Texcoord where the index is stored |
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192 | unsigned short mTexCoordIndex; |
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193 | AxisAlignedBox mAABB; |
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194 | |
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195 | template<typename T> |
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196 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) |
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197 | { |
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198 | if (indexOffset == 0) |
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199 | { |
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200 | memcpy(dst, src, sizeof(T) * count); |
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201 | } |
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202 | else |
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203 | { |
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204 | while(count--) |
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205 | { |
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206 | *dst++ = static_cast<T>(*src++ + indexOffset); |
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207 | } |
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208 | } |
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209 | } |
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210 | public: |
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211 | GeometryBucket(MaterialBucket* parent, const String& formatString, |
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212 | const VertexData* vData, const IndexData* iData); |
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213 | GeometryBucket(MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); |
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214 | virtual ~GeometryBucket(); |
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215 | MaterialBucket* getParent(void) { return mParent; } |
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216 | Real getBoundingRadius(void) const; |
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217 | /// Get the vertex data for this geometry |
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218 | const VertexData* getVertexData(void) const { return mVertexData; } |
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219 | /// Get the index data for this geometry |
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220 | const IndexData* getIndexData(void) const { return mIndexData; } |
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221 | /// @copydoc Renderable::getMaterial |
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222 | const MaterialPtr& getMaterial(void) const; |
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223 | Technique* getTechnique(void) const; |
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224 | void getWorldTransforms(Matrix4* xform) const; |
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225 | virtual unsigned short getNumWorldTransforms(void) const ; |
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226 | const Quaternion& getWorldOrientation(void) const; |
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227 | const Vector3& getWorldPosition(void) const; |
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228 | Real getSquaredViewDepth(const Camera* cam) const; |
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229 | const LightList& getLights(void) const; |
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230 | bool getCastsShadows(void) const; |
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231 | String getFormatString(void) const; |
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232 | /** Try to assign geometry to this bucket. |
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233 | @returns false if there is no room left in this bucket |
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234 | */ |
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235 | bool assign(QueuedGeometry* qsm); |
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236 | /// Build |
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237 | void build(); |
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238 | /// Dump contents for diagnostics |
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239 | void dump(std::ofstream& of) const; |
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240 | /// retun the BoundingBox information. Usefull when cloning the batch instance. |
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241 | AxisAlignedBox & getAABB(void){return mAABB;}; |
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242 | }; |
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243 | class _OgreExport InstancedObject |
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244 | { |
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245 | friend class GeometryBucket; |
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246 | public: |
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247 | enum TransformSpace |
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248 | { |
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249 | /// Transform is relative to the local space |
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250 | TS_LOCAL, |
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251 | /// Transform is relative to the space of the parent node |
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252 | TS_PARENT, |
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253 | /// Transform is relative to world space |
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254 | TS_WORLD |
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255 | }; |
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256 | /// list of Geometry Buckets that contains the instanced object |
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257 | typedef std::vector<GeometryBucket*> GeometryBucketList; |
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258 | protected: |
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259 | GeometryBucketList mGeometryBucketList; |
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260 | unsigned short mIndex; |
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261 | Matrix4 mTransformation; |
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262 | Quaternion mOrientation; |
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263 | Vector3 mScale; |
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264 | Vector3 mPosition; |
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265 | SkeletonInstance* mSkeletonInstance; |
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266 | /// Cached bone matrices, including any world transform |
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267 | Matrix4 *mBoneWorldMatrices; |
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268 | /// Cached bone matrices in skeleton local space |
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269 | Matrix4 *mBoneMatrices; |
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270 | /// State of animation for animable meshes |
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271 | AnimationStateSet* mAnimationState; |
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272 | unsigned short mNumBoneMatrices; |
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273 | /// Records the last frame in which animation was updated |
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274 | unsigned long mFrameAnimationLastUpdated; |
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275 | public: |
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276 | InstancedObject(int index); |
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277 | InstancedObject(int index,SkeletonInstance *skeleton,AnimationStateSet*animations); |
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278 | ~InstancedObject(); |
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279 | void setPosition( Vector3 position); |
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280 | Vector3 & getPosition(void); |
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281 | void yaw(const Radian& angle); |
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282 | void pitch(const Radian& angle); |
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283 | void roll(const Radian& angle); |
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284 | void rotate(const Quaternion& q); |
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285 | void setScale(const Vector3& scale); |
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286 | void addBucketToList(GeometryBucket* bucket); |
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287 | void needUpdate(); |
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288 | GeometryBucketList&getGeometryBucketList(void){return mGeometryBucketList;} |
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289 | void translate(const Matrix3& axes, const Vector3& move); |
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290 | void translate(const Vector3& d); |
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291 | Matrix3 getLocalAxes(void) const; |
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292 | void updateAnimation(void); |
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293 | AnimationState* getAnimationState(const String& name) const; |
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294 | SkeletonInstance*getSkeletonInstance(void){return mSkeletonInstance;} |
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295 | |
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296 | }; |
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297 | /** A MaterialBucket is a collection of smaller buckets with the same |
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298 | Material (and implicitly the same LOD). */ |
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299 | class _OgreExport MaterialBucket |
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300 | { |
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301 | public: |
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302 | /// list of Geometry Buckets in this BatchInstance |
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303 | typedef std::vector<GeometryBucket*> GeometryBucketList; |
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304 | protected: |
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305 | /// Pointer to parent LODBucket |
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306 | LODBucket* mParent; |
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307 | /// Material being used |
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308 | String mMaterialName; |
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309 | /// Pointer to material being used |
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310 | MaterialPtr mMaterial; |
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311 | /// Active technique |
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312 | Technique* mTechnique; |
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313 | int mLastIndex; |
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314 | /// list of Geometry Buckets in this BatchInstance |
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315 | GeometryBucketList mGeometryBucketList; |
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316 | // index to current Geometry Buckets for a given geometry format |
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317 | typedef std::map<String, GeometryBucket*> CurrentGeometryMap; |
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318 | CurrentGeometryMap mCurrentGeometryMap; |
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319 | /// Get a packed string identifying the geometry format |
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320 | String getGeometryFormatString(SubMeshLodGeometryLink* geom); |
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321 | |
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322 | public: |
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323 | MaterialBucket(LODBucket* parent, const String& materialName); |
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324 | virtual ~MaterialBucket(); |
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325 | LODBucket* getParent(void) { return mParent; } |
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326 | /// Get the material name |
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327 | const String& getMaterialName(void) const { return mMaterialName; } |
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328 | /// Assign geometry to this bucket |
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329 | void assign(QueuedGeometry* qsm); |
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330 | /// Build |
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331 | void build(); |
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332 | /// Add children to the render queue |
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333 | void addRenderables(RenderQueue* queue, uint8 group, |
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334 | Real camSquaredDist); |
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335 | /// Get the material for this bucket |
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336 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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337 | /// Iterator over geometry |
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338 | typedef VectorIterator<GeometryBucketList> GeometryIterator; |
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339 | /// Get an iterator over the contained geometry |
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340 | GeometryIterator getGeometryIterator(void); |
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341 | /// Get the current Technique |
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342 | Technique* getCurrentTechnique(void) const { return mTechnique; } |
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343 | /// Dump contents for diagnostics |
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344 | void dump(std::ofstream& of) const; |
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345 | /// Return the geometry map |
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346 | MaterialBucket::CurrentGeometryMap* getMaterialBucketMap(void) const; |
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347 | /// Return the geometry list |
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348 | MaterialBucket::GeometryBucketList*getGeometryBucketList(void) const; |
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349 | /// fill in the map and the list |
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350 | void updateContainers(GeometryBucket* bucket, const String &format); |
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351 | void setLastIndex(int index){mLastIndex=index;} |
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352 | int getLastIndex(){return mLastIndex;} |
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353 | void setMaterial(const String & name); |
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354 | |
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355 | }; |
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356 | /** A LODBucket is a collection of smaller buckets with the same LOD. |
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357 | @remarks |
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358 | LOD refers to Mesh LOD here. Material LOD can change separately |
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359 | at the next bucket down from this. |
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360 | */ |
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361 | class _OgreExport LODBucket |
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362 | { |
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363 | public: |
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364 | /// Lookup of Material Buckets in this BatchInstance |
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365 | typedef std::map<String, MaterialBucket*> MaterialBucketMap; |
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366 | protected: |
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367 | /// Pointer to parent BatchInstance |
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368 | BatchInstance* mParent; |
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369 | /// LOD level (0 == full LOD) |
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370 | unsigned short mLod; |
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371 | /// distance at which this LOD starts to apply (squared) |
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372 | Real mSquaredDistance; |
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373 | /// Lookup of Material Buckets in this BatchInstance |
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374 | MaterialBucketMap mMaterialBucketMap; |
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375 | /// Geometry queued for a single LOD (deallocated here) |
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376 | QueuedGeometryList mQueuedGeometryList; |
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377 | public: |
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378 | LODBucket(BatchInstance* parent, unsigned short lod, Real lodDist); |
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379 | virtual ~LODBucket(); |
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380 | BatchInstance* getParent(void) { return mParent; } |
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381 | /// Get the lod index |
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382 | ushort getLod(void) const { return mLod; } |
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383 | /// Get the lod squared distance |
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384 | Real getSquaredDistance(void) const { return mSquaredDistance; } |
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385 | /// Assign a queued submesh to this bucket, using specified mesh LOD |
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386 | void assign(QueuedSubMesh* qsm, ushort atLod); |
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387 | /// Build |
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388 | void build(); |
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389 | /// Add children to the render queue |
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390 | void addRenderables(RenderQueue* queue, uint8 group, |
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391 | Real camSquaredDistance); |
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392 | /// Iterator over the materials in this LOD |
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393 | typedef MapIterator<MaterialBucketMap> MaterialIterator; |
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394 | /// Get an iterator over the materials in this LOD |
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395 | MaterialIterator getMaterialIterator(void); |
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396 | /// Dump contents for diagnostics |
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397 | void dump(std::ofstream& of) const; |
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398 | /// fill the map |
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399 | void updateContainers(MaterialBucket* bucket, String& name ); |
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400 | |
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401 | }; |
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402 | /** The details of a topological BatchInstance which is the highest level of |
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403 | partitioning for this class. |
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404 | @remarks |
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405 | The size & shape of BatchInstances entirely depends on the SceneManager |
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406 | specific implementation. It is a MovableObject since it will be |
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407 | attached to a node based on the local centre - in practice it |
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408 | won't actually move (although in theory it could). |
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409 | */ |
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410 | class _OgreExport BatchInstance : public MovableObject |
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411 | { |
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412 | public: |
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413 | |
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414 | |
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415 | /// list of LOD Buckets in this BatchInstance |
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416 | typedef std::vector<LODBucket*> LODBucketList; |
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417 | typedef std::map<int, InstancedObject*> ObjectsMap; |
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418 | protected: |
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419 | |
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420 | /// Parent static geometry |
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421 | InstancedGeometry* mParent; |
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422 | /// Scene manager link |
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423 | SceneManager* mSceneMgr; |
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424 | /// Scene node |
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425 | SceneNode* mNode; |
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426 | /// Local list of queued meshes (not used for deallocation) |
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427 | QueuedSubMeshList mQueuedSubMeshes; |
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428 | /// Unique identifier for the BatchInstance |
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429 | uint32 mBatchInstanceID; |
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430 | |
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431 | ObjectsMap mInstancesMap; |
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432 | public: |
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433 | /// LOD distances (squared) as built up - use the max at each level |
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434 | std::vector<Real> mLodSquaredDistances; |
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435 | /// Local AABB relative to BatchInstance centre |
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436 | AxisAlignedBox mAABB; |
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437 | /// Local bounding radius |
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438 | Real mBoundingRadius; |
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439 | /// The current lod level, as determined from the last camera |
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440 | ushort mCurrentLod; |
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441 | /// Current camera distance, passed on to do material lod later |
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442 | Real mCamDistanceSquared; |
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443 | protected: |
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444 | /// List of LOD buckets |
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445 | LODBucketList mLodBucketList; |
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446 | |
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447 | public: |
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448 | BatchInstance(InstancedGeometry* parent, const String& name, SceneManager* mgr, |
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449 | uint32 BatchInstanceID); |
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450 | virtual ~BatchInstance(); |
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451 | // more fields can be added in subclasses |
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452 | InstancedGeometry* getParent(void) const { return mParent;} |
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453 | /// Assign a queued mesh to this BatchInstance, read for final build |
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454 | void assign(QueuedSubMesh* qmesh); |
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455 | /// Build this BatchInstance |
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456 | void build(); |
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457 | /// Get the BatchInstance ID of this BatchInstance |
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458 | uint32 getID(void) const { return mBatchInstanceID; } |
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459 | /// Get the centre point of the BatchInstance |
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460 | // const Vector3& getCentre(void) const { return mCentre; } |
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461 | const String& getMovableType(void) const; |
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462 | void _notifyCurrentCamera(Camera* cam); |
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463 | const AxisAlignedBox& getBoundingBox(void) const; |
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464 | void setBoundingBox(AxisAlignedBox& box); |
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465 | Real getBoundingRadius(void) const; |
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466 | void _updateRenderQueue(RenderQueue* queue); |
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467 | bool isVisible(void) const; |
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468 | // uint32 getTypeFlags(void) const; |
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469 | |
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470 | typedef VectorIterator<LODBucketList> LODIterator; |
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471 | /// Get an iterator over the LODs in this BatchInstance |
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472 | LODIterator getLODIterator(void); |
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473 | /// Shared set of lights for all GeometryBuckets |
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474 | const LightList& getLights(void) const; |
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475 | |
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476 | /// update the bounding box of the BatchInstance according to the positions of the objects |
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477 | void updateBoundingBox(); |
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478 | |
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479 | /// Dump contents for diagnostics |
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480 | void dump(std::ofstream& of) const; |
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481 | /// fill in the list |
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482 | void updateContainers(LODBucket* bucket ); |
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483 | /// attach the BatchInstance to the scene |
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484 | void attachToScene(); |
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485 | void addInstancedObject(int index, InstancedObject* object); |
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486 | InstancedObject* isInstancedObjectPresent(int index); |
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487 | InstancedObject** getObjectsAsArray(unsigned short & size); |
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488 | SceneNode*getSceneNode(void){return mNode;} |
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489 | ObjectsMap&getInstancesMap(void){return mInstancesMap;}; |
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490 | /// change the shader used to render the batch instance |
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491 | |
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492 | }; |
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493 | /** Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for |
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494 | each axis. |
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495 | */ |
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496 | typedef std::map<uint32, BatchInstance*> BatchInstanceMap; |
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497 | /** Simple vectors where are stored all the renderoperations of the Batch. |
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498 | This vector is used when we want to delete the batch, in order to delete only one time each |
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499 | render operation. |
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500 | |
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501 | */ |
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502 | typedef std::vector<RenderOperation*> RenderOperationVector; |
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503 | protected: |
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504 | // General state & settings |
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505 | SceneManager* mOwner; |
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506 | String mName; |
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507 | bool mBuilt; |
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508 | Real mUpperDistance; |
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509 | Real mSquaredUpperDistance; |
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510 | bool mCastShadows; |
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511 | Vector3 mBatchInstanceDimensions; |
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512 | Vector3 mHalfBatchInstanceDimensions; |
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513 | Vector3 mOrigin; |
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514 | bool mVisible; |
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515 | /// The render queue to use when rendering this object |
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516 | uint8 mRenderQueueID; |
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517 | /// Flags whether the RenderQueue's default should be used. |
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518 | bool mRenderQueueIDSet; |
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519 | /// number of objects in the batch |
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520 | unsigned int mObjectCount; |
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521 | QueuedSubMeshList mQueuedSubMeshes; |
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522 | BatchInstance*mInstancedGeometryInstance; |
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523 | /**this is just a pointer to the base skeleton that will be used for each animated object in the batches |
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524 | This pointer has a value only during the creation of the InstancedGeometry |
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525 | */ |
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526 | SkeletonPtr mBaseSkeleton; |
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527 | SkeletonInstance *mSkeletonInstance; |
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528 | /**This is the main animation state. All "objects" in the batch will use an instance of this animation |
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529 | state |
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530 | */ |
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531 | AnimationStateSet* mAnimationState; |
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532 | /// List of geometry which has been optimised for SubMesh use |
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533 | /// This is the primary storage used for cleaning up later |
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534 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; |
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535 | |
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536 | /** Cached links from SubMeshes to (potentially optimised) geometry |
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537 | This is not used for deletion since the lookup may reference |
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538 | original vertex data |
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539 | */ |
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540 | SubMeshGeometryLookup mSubMeshGeometryLookup; |
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541 | |
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542 | /// Map of BatchInstances |
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543 | BatchInstanceMap mBatchInstanceMap; |
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544 | /** This vector stores all the renderOperation used in the batch. |
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545 | See the type definition for more details. |
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546 | */ |
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547 | RenderOperationVector mRenderOps; |
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548 | /** Virtual method for getting a BatchInstance most suitable for the |
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549 | passed in bounds. Can be overridden by subclasses. |
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550 | */ |
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551 | virtual BatchInstance* getBatchInstance(const AxisAlignedBox& bounds, bool autoCreate); |
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552 | /** Get the BatchInstance within which a point lies */ |
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553 | virtual BatchInstance* getBatchInstance(const Vector3& point, bool autoCreate); |
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554 | /** Get the BatchInstance using indexes */ |
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555 | virtual BatchInstance* getBatchInstance(ushort x, ushort y, ushort z, bool autoCreate); |
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556 | /** Get the BatchInstance using a packed index, returns null if it doesn't exist. */ |
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557 | virtual BatchInstance* getBatchInstance(uint32 index); |
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558 | /** Get the BatchInstance indexes for a point. |
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559 | */ |
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560 | virtual void getBatchInstanceIndexes(const Vector3& point, |
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561 | ushort& x, ushort& y, ushort& z); |
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562 | /** get the first BatchInstance or create on if it does not exists. |
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563 | */ |
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564 | virtual BatchInstance* getInstancedGeometryInstance(void); |
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565 | /** Pack 3 indexes into a single index value |
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566 | */ |
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567 | virtual uint32 packIndex(ushort x, ushort y, ushort z); |
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568 | /** Get the volume intersection for an indexed BatchInstance with some bounds. |
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569 | */ |
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570 | virtual Real getVolumeIntersection(const AxisAlignedBox& box, |
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571 | ushort x, ushort y, ushort z); |
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572 | /** Get the bounds of an indexed BatchInstance. |
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573 | */ |
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574 | virtual AxisAlignedBox getBatchInstanceBounds(ushort x, ushort y, ushort z); |
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575 | /** Get the centre of an indexed BatchInstance. |
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576 | */ |
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577 | virtual Vector3 getBatchInstanceCentre(ushort x, ushort y, ushort z); |
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578 | /** Calculate world bounds from a set of vertex data. */ |
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579 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData, |
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580 | const Vector3& position, const Quaternion& orientation, |
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581 | const Vector3& scale); |
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582 | /** Look up or calculate the geometry data to use for this SubMesh */ |
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583 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); |
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584 | /** Split some shared geometry into dedicated geometry. */ |
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585 | void splitGeometry(VertexData* vd, IndexData* id, |
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586 | SubMeshLodGeometryLink* targetGeomLink); |
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587 | |
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588 | typedef std::map<size_t, size_t> IndexRemap; |
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589 | /** Method for figuring out which vertices are used by an index buffer |
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590 | and calculating a remap lookup for a vertex buffer just containing |
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591 | those vertices. |
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592 | */ |
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593 | template <typename T> |
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594 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) |
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595 | { |
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596 | remap.clear(); |
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597 | for (size_t i = 0; i < numIndexes; ++i) |
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598 | { |
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599 | // use insert since duplicates are silently discarded |
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600 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); |
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601 | // this will have mapped oldindex -> new index IF oldindex |
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602 | // wasn't already there |
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603 | } |
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604 | } |
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605 | /** Method for altering indexes based on a remap. */ |
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606 | template <typename T> |
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607 | void remapIndexes(T* src, T* dst, const IndexRemap& remap, |
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608 | size_t numIndexes) |
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609 | { |
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610 | for (size_t i = 0; i < numIndexes; ++i) |
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611 | { |
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612 | // look up original and map to target |
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613 | IndexRemap::const_iterator ix = remap.find(*src++); |
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614 | assert(ix != remap.end()); |
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615 | *dst++ = static_cast<T>(ix->second); |
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616 | } |
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617 | } |
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618 | |
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619 | public: |
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620 | /// Constructor; do not use directly (@see SceneManager::createInstancedGeometry) |
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621 | InstancedGeometry(SceneManager* owner, const String& name); |
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622 | /// Destructor |
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623 | virtual ~InstancedGeometry(); |
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624 | |
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625 | /// Get the name of this object |
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626 | const String& getName(void) const { return mName; } |
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627 | /** Adds an Entity to the static geometry. |
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628 | @remarks |
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629 | This method takes an existing Entity and adds its details to the |
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630 | list of elements to include when building. Note that the Entity |
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631 | itself is not copied or referenced in this method; an Entity is |
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632 | passed simply so that you can change the materials of attached |
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633 | SubEntity objects if you want. You can add the same Entity |
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634 | instance multiple times with different material settings |
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635 | completely safely, and destroy the Entity before destroying |
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636 | this InstancedGeometry if you like. The Entity passed in is simply |
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637 | used as a definition. |
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638 | @note Must be called before 'build'. |
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639 | @param ent The Entity to use as a definition (the Mesh and Materials |
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640 | referenced will be recorded for the build call). |
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641 | @param position The world position at which to add this Entity |
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642 | @param orientation The world orientation at which to add this Entity |
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643 | @param scale The scale at which to add this entity |
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644 | */ |
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645 | virtual void addEntity(Entity* ent, const Vector3& position, |
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646 | const Quaternion& orientation = Quaternion::IDENTITY, |
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647 | const Vector3& scale = Vector3::UNIT_SCALE); |
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648 | |
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649 | /** Adds all the Entity objects attached to a SceneNode and all it's |
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650 | children to the static geometry. |
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651 | @remarks |
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652 | This method performs just like addEntity, except it adds all the |
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653 | entities attached to an entire sub-tree to the geometry. |
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654 | The position / orientation / scale parameters are taken from the |
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655 | node structure instead of being specified manually. |
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656 | @note |
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657 | The SceneNode you pass in will not be automatically detached from |
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658 | it's parent, so if you have this node already attached to the scene |
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659 | graph, you will need to remove it if you wish to avoid the overhead |
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660 | of rendering <i>both</i> the original objects and their new static |
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661 | versions! We don't do this for you incase you are preparing this |
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662 | in advance and so don't want the originals detached yet. |
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663 | @note Must be called before 'build'. |
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664 | @param node Pointer to the node to use to provide a set of Entity |
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665 | templates |
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666 | */ |
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667 | virtual void addSceneNode(const SceneNode* node); |
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668 | |
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669 | /** Build the geometry. |
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670 | @remarks |
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671 | Based on all the entities which have been added, and the batching |
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672 | options which have been set, this method constructs the batched |
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673 | geometry structures required. The batches are added to the scene |
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674 | and will be rendered unless you specifically hide them. |
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675 | @note |
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676 | Once you have called this method, you can no longer add any more |
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677 | entities. |
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678 | */ |
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679 | virtual void build(void); |
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680 | /** Add a new batch instance |
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681 | @remarks |
---|
682 | This method add a new instance of the whole batch, by creating a new |
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683 | BatchInstance, containing new lod buckets, material buckets and geometry buckets. |
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684 | The new geometry bukets will use the same buffers as the base bucket. |
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685 | @note |
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686 | no note |
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687 | */ |
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688 | void addBatchInstance(void); |
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689 | /** Destroys all the built geometry state (reverse of build). |
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690 | @remarks |
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691 | You can call build() again after this and it will pick up all the |
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692 | same entities / nodes you queued last time. |
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693 | */ |
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694 | virtual void destroy(void); |
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695 | |
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696 | /** Clears any of the entities / nodes added to this geometry and |
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697 | destroys anything which has already been built. |
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698 | */ |
---|
699 | virtual void reset(void); |
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700 | |
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701 | /** Sets the distance at which batches are no longer rendered. |
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702 | @remarks |
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703 | This lets you turn off batches at a given distance. This can be |
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704 | useful for things like detail meshes (grass, foliage etc) and could |
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705 | be combined with a shader which fades the geometry out beforehand |
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706 | to lessen the effect. |
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707 | @param dist Distance beyond which the batches will not be rendered |
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708 | (the default is 0, which means batches are always rendered). |
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709 | */ |
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710 | virtual void setRenderingDistance(Real dist) { |
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711 | mUpperDistance = dist; |
---|
712 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
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713 | } |
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714 | |
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715 | /** Gets the distance at which batches are no longer rendered. */ |
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716 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
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717 | |
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718 | /** Gets the squared distance at which batches are no longer rendered. */ |
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719 | virtual Real getSquaredRenderingDistance(void) const |
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720 | { return mSquaredUpperDistance; } |
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721 | |
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722 | /** Hides or shows all the batches. */ |
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723 | virtual void setVisible(bool visible); |
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724 | |
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725 | /** Are the batches visible? */ |
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726 | virtual bool isVisible(void) const { return mVisible; } |
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727 | |
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728 | /** Sets whether this geometry should cast shadows. |
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729 | @remarks |
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730 | No matter what the settings on the original entities, |
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731 | the InstancedGeometry class defaults to not casting shadows. |
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732 | This is because, being static, unless you have moving lights |
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733 | you'd be better to use precalculated shadows of some sort. |
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734 | However, if you need them, you can enable them using this |
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735 | method. If the SceneManager is set up to use stencil shadows, |
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736 | edge lists will be copied from the underlying meshes on build. |
---|
737 | It is essential that all meshes support stencil shadows in this |
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738 | case. |
---|
739 | @note If you intend to use stencil shadows, you must set this to |
---|
740 | true before calling 'build' as well as making sure you set the |
---|
741 | scene's shadow type (that should always be the first thing you do |
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742 | anyway). You can turn shadows off temporarily but they can never |
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743 | be turned on if they were not at the time of the build. |
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744 | */ |
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745 | virtual void setCastShadows(bool castShadows); |
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746 | /// Will the geometry from this object cast shadows? |
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747 | virtual bool getCastShadows(void) { return mCastShadows; } |
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748 | |
---|
749 | /** Sets the size of a single BatchInstance of geometry. |
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750 | @remarks |
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751 | This method allows you to configure the physical world size of |
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752 | each BatchInstance, so you can balance culling against batch size. Entities |
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753 | will be fitted within the batch they most closely fit, and the |
---|
754 | eventual bounds of each batch may well be slightly larger than this |
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755 | if they overlap a little. The default is Vector3(1000, 1000, 1000). |
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756 | @note Must be called before 'build'. |
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757 | @param size Vector3 expressing the 3D size of each BatchInstance. |
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758 | */ |
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759 | virtual void setBatchInstanceDimensions(const Vector3& size) { |
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760 | mBatchInstanceDimensions = size; |
---|
761 | mHalfBatchInstanceDimensions = size * 0.5; |
---|
762 | } |
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763 | /** Gets the size of a single batch of geometry. */ |
---|
764 | virtual const Vector3& getBatchInstanceDimensions(void) const { return mBatchInstanceDimensions; } |
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765 | /** Sets the origin of the geometry. |
---|
766 | @remarks |
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767 | This method allows you to configure the world centre of the geometry, |
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768 | thus the place which all BatchInstances surround. You probably don't need |
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769 | to mess with this unless you have a seriously large world, since the |
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770 | default set up can handle an area 1024 * mBatchInstanceDimensions, and |
---|
771 | the sparseness of population is no issue when it comes to rendering. |
---|
772 | The default is Vector3(0,0,0). |
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773 | @note Must be called before 'build'. |
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774 | @param size Vector3 expressing the 3D origin of the geometry. |
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775 | */ |
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776 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } |
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777 | /** Gets the origin of this geometry. */ |
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778 | virtual const Vector3& getOrigin(void) const { return mOrigin; } |
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779 | |
---|
780 | /** Sets the render queue group this object will be rendered through. |
---|
781 | @remarks |
---|
782 | Render queues are grouped to allow you to more tightly control the ordering |
---|
783 | of rendered objects. If you do not call this method, all objects default |
---|
784 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for |
---|
785 | most objects. You may want to alter this if you want to perform more complex |
---|
786 | rendering. |
---|
787 | @par |
---|
788 | See RenderQueue for more details. |
---|
789 | @param queueID Enumerated value of the queue group to use. |
---|
790 | */ |
---|
791 | virtual void setRenderQueueGroup(uint8 queueID); |
---|
792 | |
---|
793 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
---|
794 | virtual uint8 getRenderQueueGroup(void) const; |
---|
795 | /// Iterator for iterating over contained BatchInstances |
---|
796 | typedef MapIterator<BatchInstanceMap> BatchInstanceIterator; |
---|
797 | /// Get an iterator over the BatchInstances in this geometry |
---|
798 | BatchInstanceIterator getBatchInstanceIterator(void); |
---|
799 | /// get the mRenderOps vector. |
---|
800 | RenderOperationVector& getRenderOperationVector(){return mRenderOps;} |
---|
801 | /** Dump the contents of this InstancedGeometry to a file for diagnostic |
---|
802 | purposes. |
---|
803 | */ |
---|
804 | virtual void dump(const String& filename) const; |
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805 | /** |
---|
806 | @remarks |
---|
807 | Return the skeletonInstance that will be used |
---|
808 | */ |
---|
809 | SkeletonInstance *getBaseSkeletonInstance(void){return mSkeletonInstance;} |
---|
810 | /** |
---|
811 | @remarks |
---|
812 | Return the skeleton that is shared by all instanced objects. |
---|
813 | */ |
---|
814 | SkeletonPtr getBaseSkeleton(void){return mBaseSkeleton;} |
---|
815 | /** |
---|
816 | @remarks |
---|
817 | Return the animation state that will be cloned each time an InstancedObject is made |
---|
818 | */ |
---|
819 | AnimationStateSet* getBaseAnimationState(void){return mAnimationState;} |
---|
820 | /** |
---|
821 | @remarks |
---|
822 | return the total number of object that are in all the batches |
---|
823 | */ |
---|
824 | unsigned int getObjectCount(void){return mObjectCount;} |
---|
825 | |
---|
826 | |
---|
827 | |
---|
828 | }; |
---|
829 | |
---|
830 | } |
---|
831 | |
---|
832 | #endif |
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833 | |
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