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 __MeshManager_H__ |
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30 | #define __MeshManager_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | #include "OgreResourceManager.h" |
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35 | #include "OgreSingleton.h" |
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36 | #include "OgreVector3.h" |
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37 | #include "OgreHardwareBuffer.h" |
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38 | #include "OgreMesh.h" |
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39 | #include "OgrePatchMesh.h" |
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40 | |
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41 | namespace Ogre { |
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42 | |
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43 | /** Handles the management of mesh resources. |
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44 | @remarks |
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45 | This class deals with the runtime management of |
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46 | mesh data; like other resource managers it handles |
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47 | the creation of resources (in this case mesh data), |
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48 | working within a fixed memory budget. |
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49 | */ |
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50 | class _OgreExport MeshManager: public ResourceManager, public Singleton<MeshManager>, |
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51 | public ManualResourceLoader |
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52 | { |
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53 | public: |
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54 | MeshManager(); |
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55 | ~MeshManager(); |
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56 | |
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57 | /** Initialises the manager, only to be called by OGRE internally. */ |
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58 | void _initialise(void); |
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59 | |
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60 | /** Loads a mesh from a file, making it immediately available for use. |
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61 | @note |
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62 | If the model has already been loaded, the existing instance |
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63 | will be returned. |
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64 | @remarks |
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65 | Ogre loads model files from it's own proprietary |
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66 | format called .mesh. This is because having a single file |
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67 | format is better for runtime performance, and we also have |
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68 | control over pre-processed data (such as |
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69 | collision boxes, LOD reductions etc). |
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70 | @param filename The name of the .mesh file |
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71 | @param groupName The name of the resource group to assign the mesh to |
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72 | @param vertexBufferUsage The usage flags with which the vertex buffer(s) |
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73 | will be created |
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74 | @param indexBufferUsage The usage flags with which the index buffer(s) created for |
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75 | this mesh will be created with. |
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76 | @param vertexBufferShadowed If true, the vertex buffers will be shadowed by system memory |
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77 | copies for faster read access |
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78 | @param indexBufferShadowed If true, the index buffers will be shadowed by system memory |
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79 | copies for faster read access |
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80 | @param priority The priority of this mesh in the resource system |
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81 | */ |
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82 | MeshPtr load( const String& filename, const String& groupName, |
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83 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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84 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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85 | bool vertexBufferShadowed = true, bool indexBufferShadowed = true); |
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86 | |
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87 | |
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88 | /** Creates a new Mesh specifically for manual definition rather |
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89 | than loading from an object file. |
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90 | @remarks |
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91 | Note that once you've defined your mesh, you must call Mesh::_setBounds and |
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92 | Mesh::_setBoundingRadius in order to define the bounds of your mesh. In previous |
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93 | versions of OGRE you could call Mesh::_updateBounds, but OGRE's support of |
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94 | write-only vertex buffers makes this no longer appropriate. |
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95 | @param name The name to give the new mesh |
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96 | @param groupName The name of the resource group to assign the mesh to |
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97 | @param loader ManualResourceLoader which will be called to load this mesh |
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98 | when the time comes. It is recommended that you populate this field |
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99 | in order that the mesh can be rebuilt should the need arise |
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100 | */ |
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101 | MeshPtr createManual( const String& name, const String& groupName, |
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102 | ManualResourceLoader* loader = 0); |
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103 | |
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104 | /** Creates a basic plane, by default majoring on the x/y axes facing positive Z. |
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105 | @param |
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106 | name The name to give the resulting mesh |
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107 | @param |
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108 | groupName The name of the resource group to assign the mesh to |
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109 | @param |
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110 | plane The orientation of the plane and distance from the origin |
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111 | @param |
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112 | width The width of the plane in world coordinates |
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113 | @param |
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114 | height The height of the plane in world coordinates |
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115 | @param |
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116 | xsegments The number of segements to the plane in the x direction |
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117 | @param |
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118 | ysegments The number of segements to the plane in the y direction |
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119 | @param |
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120 | normals If true, normals are created perpendicular to the plane |
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121 | @param |
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122 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners |
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123 | are created to be the corner of the texture. |
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124 | @param |
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125 | uTile The number of times the texture should be repeated in the u direction |
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126 | @param |
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127 | vTile The number of times the texture should be repeated in the v direction |
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128 | @param |
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129 | upVector The 'Up' direction of the plane. |
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130 | @param |
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131 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created |
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132 | @param |
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133 | indexBufferUsage The usage flag with which the index buffer for this plane will be created |
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134 | @param |
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135 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created |
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136 | with a system memory shadow buffer, |
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137 | allowing you to read it back more efficiently than if it is in hardware |
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138 | @param |
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139 | indexShadowBuffer If this flag is set to true, the index buffer will be |
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140 | created with a system memory shadow buffer, |
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141 | allowing you to read it back more efficiently than if it is in hardware |
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142 | */ |
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143 | MeshPtr createPlane( |
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144 | const String& name, const String& groupName, const Plane& plane, |
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145 | Real width, Real height, |
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146 | int xsegments = 1, int ysegments = 1, |
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147 | bool normals = true, int numTexCoordSets = 1, |
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148 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, |
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149 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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150 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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151 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true); |
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152 | |
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153 | |
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154 | /** Creates a plane, which because of it's texture coordinates looks like a curved |
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155 | surface, useful for skies in a skybox. |
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156 | @param |
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157 | name The name to give the resulting mesh |
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158 | @param |
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159 | groupName The name of the resource group to assign the mesh to |
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160 | @param |
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161 | plane The orientation of the plane and distance from the origin |
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162 | @param |
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163 | width The width of the plane in world coordinates |
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164 | @param |
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165 | height The height of the plane in world coordinates |
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166 | @param |
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167 | curvature The curvature of the plane. Good values are |
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168 | between 2 and 65. Higher values are more curved leading to |
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169 | a smoother effect, lower values are less curved meaning |
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170 | more distortion at the horizons but a better distance effect. |
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171 | @param |
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172 | xsegments The number of segements to the plane in the x direction |
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173 | @param |
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174 | ysegments The number of segements to the plane in the y direction |
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175 | @param |
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176 | normals If true, normals are created perpendicular to the plane |
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177 | @param |
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178 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners |
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179 | are created to be the corner of the texture. |
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180 | @param |
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181 | uTile The number of times the texture should be repeated in the u direction |
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182 | @param |
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183 | vTile The number of times the texture should be repeated in the v direction |
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184 | @param |
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185 | upVector The 'Up' direction of the plane. |
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186 | @param |
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187 | orientation The orientation of the overall sphere that's used to create the illusion |
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188 | @param |
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189 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created |
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190 | @param |
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191 | indexBufferUsage The usage flag with which the index buffer for this plane will be created |
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192 | @param |
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193 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created |
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194 | with a system memory shadow buffer, |
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195 | allowing you to read it back more efficiently than if it is in hardware |
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196 | @param |
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197 | indexShadowBuffer If this flag is set to true, the index buffer will be |
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198 | created with a system memory shadow buffer, |
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199 | allowing you to read it back more efficiently than if it is in hardware |
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200 | @param ySegmentsToKeep The number of segments from the top of the dome |
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201 | downwards to keep. -1 keeps all of them. This can save fillrate if |
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202 | you cannot see much of the sky lower down. |
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203 | */ |
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204 | MeshPtr createCurvedIllusionPlane( |
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205 | const String& name, const String& groupName, const Plane& plane, |
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206 | Real width, Real height, Real curvature, |
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207 | int xsegments = 1, int ysegments = 1, |
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208 | bool normals = true, int numTexCoordSets = 1, |
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209 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, |
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210 | const Quaternion& orientation = Quaternion::IDENTITY, |
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211 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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212 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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213 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true, |
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214 | int ySegmentsToKeep = -1); |
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215 | |
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216 | /** Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z. |
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217 | @param |
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218 | name The name to give the resulting mesh |
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219 | @param |
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220 | groupName The name of the resource group to assign the mesh to |
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221 | @param |
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222 | plane The orientation of the plane and distance from the origin |
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223 | @param |
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224 | width The width of the plane in world coordinates |
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225 | @param |
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226 | height The height of the plane in world coordinates |
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227 | @param |
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228 | bow The amount of 'bow' in the curved plane. (Could also be concidered the depth.) |
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229 | @param |
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230 | xsegments The number of segements to the plane in the x direction |
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231 | @param |
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232 | ysegments The number of segements to the plane in the y direction |
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233 | @param |
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234 | normals If true, normals are created perpendicular to the plane |
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235 | @param |
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236 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners |
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237 | are created to be the corner of the texture. |
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238 | @param |
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239 | uTile The number of times the texture should be repeated in the u direction |
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240 | @param |
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241 | vTile The number of times the texture should be repeated in the v direction |
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242 | @param |
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243 | upVector The 'Up' direction of the plane. |
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244 | @param |
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245 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created |
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246 | @param |
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247 | indexBufferUsage The usage flag with which the index buffer for this plane will be created |
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248 | @param |
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249 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created |
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250 | with a system memory shadow buffer, |
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251 | allowing you to read it back more efficiently than if it is in hardware |
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252 | @param |
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253 | indexShadowBuffer If this flag is set to true, the index buffer will be |
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254 | created with a system memory shadow buffer, |
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255 | allowing you to read it back more efficiently than if it is in hardware |
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256 | */ |
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257 | MeshPtr createCurvedPlane( |
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258 | const String& name, const String& groupName, const Plane& plane, |
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259 | Real width, Real height, Real bow = 0.5f, |
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260 | int xsegments = 1, int ysegments = 1, |
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261 | bool normals = false, int numTexCoordSets = 1, |
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262 | Real xTile = 1.0f, Real yTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, |
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263 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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264 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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265 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true); |
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266 | |
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267 | /** Creates a Bezier patch based on an array of control vertices. |
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268 | @param |
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269 | name The name to give the newly created mesh. |
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270 | @param |
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271 | groupName The name of the resource group to assign the mesh to |
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272 | @param |
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273 | controlPointBuffer A pointer to a buffer containing the vertex data which defines control points |
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274 | of the curves rather than actual vertices. Note that you are expected to provide not |
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275 | just position information, but potentially normals and texture coordinates too. The |
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276 | format of the buffer is defined in the VertexDeclaration parameter |
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277 | @param |
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278 | decaration VertexDeclaration describing the contents of the buffer. |
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279 | Note this declaration must _only_ draw on buffer source 0! |
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280 | @param |
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281 | width Specifies the width of the patch in control points. |
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282 | Note this parameter must greater than or equal to 3. |
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283 | @param |
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284 | height Specifies the height of the patch in control points. |
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285 | Note this parameter must greater than or equal to 3. |
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286 | @param |
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287 | uMaxSubdivisionLevel,vMaxSubdivisionLevel If you want to manually set the top level of subdivision, |
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288 | do it here, otherwise let the system decide. |
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289 | @param |
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290 | visibleSide Determines which side of the patch (or both) triangles are generated for. |
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291 | @param |
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292 | vbUsage Vertex buffer usage flags. Recommend the default since vertex buffer should be static. |
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293 | @param |
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294 | ibUsage Index buffer usage flags. Recommend the default since index buffer should |
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295 | be dynamic to change levels but not readable. |
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296 | @param |
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297 | vbUseShadow Flag to determine if a shadow buffer is generated for the vertex buffer. See |
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298 | HardwareBuffer for full details. |
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299 | @param |
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300 | ibUseShadow Flag to determine if a shadow buffer is generated for the index buffer. See |
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301 | HardwareBuffer for full details. |
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302 | */ |
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303 | PatchMeshPtr createBezierPatch( |
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304 | const String& name, const String& groupName, void* controlPointBuffer, |
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305 | VertexDeclaration *declaration, size_t width, size_t height, |
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306 | size_t uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL, |
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307 | size_t vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL, |
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308 | PatchSurface::VisibleSide visibleSide = PatchSurface::VS_FRONT, |
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309 | HardwareBuffer::Usage vbUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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310 | HardwareBuffer::Usage ibUsage = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, |
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311 | bool vbUseShadow = true, bool ibUseShadow = true); |
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312 | |
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313 | /** Tells the mesh manager that all future meshes should prepare themselves for |
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314 | shadow volumes on loading. |
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315 | */ |
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316 | void setPrepareAllMeshesForShadowVolumes(bool enable); |
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317 | /** Retrieves whether all Meshes should prepare themselves for shadow volumes. */ |
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318 | bool getPrepareAllMeshesForShadowVolumes(void); |
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319 | |
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320 | /** Override standard Singleton retrieval. |
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321 | @remarks |
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322 | Why do we do this? Well, it's because the Singleton |
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323 | implementation is in a .h file, which means it gets compiled |
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324 | into anybody who includes it. This is needed for the |
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325 | Singleton template to work, but we actually only want it |
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326 | compiled into the implementation of the class based on the |
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327 | Singleton, not all of them. If we don't change this, we get |
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328 | link errors when trying to use the Singleton-based class from |
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329 | an outside dll. |
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330 | @par |
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331 | This method just delegates to the template version anyway, |
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332 | but the implementation stays in this single compilation unit, |
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333 | preventing link errors. |
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334 | */ |
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335 | static MeshManager& getSingleton(void); |
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336 | /** Override standard Singleton retrieval. |
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337 | @remarks |
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338 | Why do we do this? Well, it's because the Singleton |
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339 | implementation is in a .h file, which means it gets compiled |
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340 | into anybody who includes it. This is needed for the |
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341 | Singleton template to work, but we actually only want it |
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342 | compiled into the implementation of the class based on the |
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343 | Singleton, not all of them. If we don't change this, we get |
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344 | link errors when trying to use the Singleton-based class from |
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345 | an outside dll. |
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346 | @par |
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347 | This method just delegates to the template version anyway, |
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348 | but the implementation stays in this single compilation unit, |
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349 | preventing link errors. |
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350 | */ |
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351 | static MeshManager* getSingletonPtr(void); |
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352 | |
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353 | /** Gets the factor by which the bounding box of an entity is padded. |
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354 | Default is 0.01 |
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355 | */ |
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356 | Real getBoundsPaddingFactor(void); |
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357 | |
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358 | /** Sets the factor by which the bounding box of an entity is padded |
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359 | */ |
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360 | void setBoundsPaddingFactor(Real paddingFactor); |
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361 | |
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362 | /** @see ManualResourceLoader::loadResource */ |
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363 | void loadResource(Resource* res); |
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364 | |
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365 | protected: |
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366 | /// @copydoc ResourceManager::createImpl |
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367 | Resource* createImpl(const String& name, ResourceHandle handle, |
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368 | const String& group, bool isManual, ManualResourceLoader* loader, |
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369 | const NameValuePairList* createParams); |
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370 | |
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371 | /** Utility method for tesselating 2D meshes. |
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372 | */ |
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373 | void tesselate2DMesh(SubMesh* pSub, int meshWidth, int meshHeight, |
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374 | bool doubleSided = false, |
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375 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
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376 | bool indexSysMem = false); |
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377 | |
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378 | void createPrefabPlane(void); |
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379 | void createPrefabCube(void); |
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380 | void createPrefabSphere(void); |
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381 | |
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382 | /** Enum identifying the types of manual mesh built by this manager */ |
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383 | enum MeshBuildType |
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384 | { |
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385 | MBT_PLANE, |
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386 | MBT_CURVED_ILLUSION_PLANE, |
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387 | MBT_CURVED_PLANE |
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388 | }; |
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389 | /** Saved parameters used to (re)build a manual mesh built by this class */ |
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390 | struct MeshBuildParams |
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391 | { |
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392 | MeshBuildType type; |
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393 | Plane plane; |
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394 | Real width; |
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395 | Real height; |
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396 | Real curvature; |
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397 | int xsegments; |
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398 | int ysegments; |
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399 | bool normals; |
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400 | int numTexCoordSets; |
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401 | Real xTile; |
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402 | Real yTile; |
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403 | Vector3 upVector; |
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404 | Quaternion orientation; |
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405 | HardwareBuffer::Usage vertexBufferUsage; |
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406 | HardwareBuffer::Usage indexBufferUsage; |
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407 | bool vertexShadowBuffer; |
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408 | bool indexShadowBuffer; |
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409 | int ySegmentsToKeep; |
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410 | }; |
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411 | /** Map from resource pointer to parameter set */ |
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412 | typedef std::map<Resource*, MeshBuildParams> MeshBuildParamsMap; |
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413 | MeshBuildParamsMap mMeshBuildParams; |
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414 | |
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415 | /** Utility method for manual loading a plane */ |
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416 | void loadManualPlane(Mesh* pMesh, MeshBuildParams& params); |
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417 | /** Utility method for manual loading a curved plane */ |
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418 | void loadManualCurvedPlane(Mesh* pMesh, MeshBuildParams& params); |
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419 | /** Utility method for manual loading a curved illusion plane */ |
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420 | void loadManualCurvedIllusionPlane(Mesh* pMesh, MeshBuildParams& params); |
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421 | |
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422 | bool mPrepAllMeshesForShadowVolumes; |
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423 | |
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424 | //the factor by which the bounding box of an entity is padded |
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425 | Real mBoundsPaddingFactor; |
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426 | }; |
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427 | |
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428 | |
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429 | } //namespace |
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430 | |
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431 | #endif |
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