[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __InstanceBatch_H__ |
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| 29 | #define __InstanceBatch_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreRenderOperation.h" |
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| 33 | #include "OgreRenderable.h" |
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| 34 | #include "OgreMovableObject.h" |
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| 35 | #include "OgreMesh.h" |
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| 36 | #include "OgreHeaderPrefix.h" |
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| 37 | |
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| 38 | namespace Ogre |
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| 39 | { |
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| 40 | /** \addtogroup Core |
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| 41 | * @{ |
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| 42 | */ |
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| 43 | /** \addtogroup Scene |
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| 44 | * @{ |
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| 45 | */ |
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| 46 | |
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| 47 | /** InstanceBatch forms part of the new Instancing system |
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| 48 | This is an abstract class that must be derived to implement different instancing techniques |
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| 49 | (@see InstanceManager::InstancingTechnique) |
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| 50 | OGRE wasn't truly thought for instancing. OGRE assumes that either: |
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| 51 | a. One MovableObject -> No Renderable |
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| 52 | b. One MovableObject -> One Renderable |
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| 53 | c. One MovableObject -> Many Renderable. |
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| 54 | However, instances work on reverse: Many MovableObject have the same Renderable. |
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| 55 | <b>Instancing is already difficult to cull by a CPU</b>, but the main drawback from this assumption |
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| 56 | is that it makes it even harder to take advantage from OGRE's culling capabilities |
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| 57 | (i.e. @see OctreeSceneManager) |
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| 58 | @par |
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| 59 | To workaround this problem, InstanceBatch updates on almost every frame, |
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| 60 | growing the bounding box to fit all instances that are not being culled individually. |
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| 61 | This helps by avoiding a huge bbox that may cover the whole scene, which decreases shadow |
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| 62 | quality considerably (as it is seen as large shadow receiver) |
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| 63 | Furthermore, if no individual instance is visible, the InstanceBatch switches it's visibility |
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| 64 | (@see MovableObject::setVisible) to avoid sending this Renderable to the GPU. This happens because |
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| 65 | even when no individual instance is visible, their merged bounding box may cause OGRE to think |
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| 66 | the batch is visible (i.e. the camera is looking between object A & B, but A & B aren't visible) |
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| 67 | @par |
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| 68 | <b>As it happens with instancing in general, all instanced entities from the same batch will share |
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| 69 | the same textures and materials</b> |
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| 70 | @par |
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| 71 | Each InstanceBatch preallocates a fixed amount of mInstancesPerBatch instances once it's been |
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| 72 | built (@see build, @see buildFrom). |
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| 73 | @see createInstancedEntity and @see removeInstancedEntity on how to retrieve those instances |
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| 74 | remove them from scene. |
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| 75 | Note that, on GPU side, removing an instance from scene doesn't save GPU cycles on what |
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| 76 | respects vertex shaders, but saves a little fillrate and pixel shaders; unless all instances |
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| 77 | are removed, which saves GPU. |
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| 78 | For more information, @see InstancedEntity |
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| 79 | For information on how Ogre manages multiple Instance batches, @see InstanceManager |
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| 80 | |
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| 81 | @remarks |
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| 82 | Design discussion webpage |
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| 83 | @author |
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| 84 | Matias N. Goldberg ("dark_sylinc") |
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| 85 | @version |
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| 86 | 1.0 |
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| 87 | */ |
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| 88 | class _OgreExport InstanceBatch : public Renderable, public MovableObject |
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| 89 | { |
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| 90 | public: |
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| 91 | typedef vector<InstancedEntity*>::type InstancedEntityVec; |
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| 92 | typedef vector<Vector4>::type CustomParamsVec; |
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| 93 | protected: |
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| 94 | RenderOperation mRenderOperation; |
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| 95 | size_t mInstancesPerBatch; |
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| 96 | |
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| 97 | InstanceManager *mCreator; |
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| 98 | |
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| 99 | MaterialPtr mMaterial; |
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| 100 | |
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| 101 | MeshPtr mMeshReference; |
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| 102 | Mesh::IndexMap const *mIndexToBoneMap; |
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| 103 | |
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| 104 | //InstancedEntities are all allocated at build time and kept as "unused" |
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| 105 | //when they're requested, they're removed from there when requested, |
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| 106 | //and put back again when they're no longer needed |
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| 107 | //Note each InstancedEntity has a unique ID ranging from [0; mInstancesPerBatch) |
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| 108 | InstancedEntityVec mInstancedEntities; |
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| 109 | InstancedEntityVec mUnusedEntities; |
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| 110 | |
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| 111 | ///@see InstanceManager::setNumCustomParams(). Because this may not even be used, |
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| 112 | ///our implementations keep the params separate from the InstancedEntity to lower |
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| 113 | ///the memory overhead. They default to Vector4::ZERO |
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| 114 | CustomParamsVec mCustomParams; |
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| 115 | |
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| 116 | /// This bbox contains all (visible) instanced entities |
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| 117 | AxisAlignedBox mFullBoundingBox; |
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| 118 | Real mBoundingRadius; |
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| 119 | bool mBoundsDirty; |
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| 120 | bool mBoundsUpdated; //Set to false by derived classes that need it |
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| 121 | Camera *mCurrentCamera; |
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| 122 | |
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| 123 | unsigned short mMaterialLodIndex; |
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| 124 | |
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| 125 | bool mDirtyAnimation; //Set to false at start of each _updateRenderQueue |
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| 126 | |
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| 127 | /// False if a technique doesn't support skeletal animation |
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| 128 | bool mTechnSupportsSkeletal; |
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| 129 | |
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| 130 | /// Cached distance to last camera for getSquaredViewDepth |
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| 131 | mutable Real mCachedCameraDist; |
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| 132 | /// The camera for which the cached distance is valid |
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| 133 | mutable const Camera *mCachedCamera; |
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| 134 | |
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| 135 | /// Tells that the list of entity instances with shared transforms has changed |
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| 136 | bool mTransformSharingDirty; |
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| 137 | |
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| 138 | /// When true remove the memory of the VertexData we've created because no one else will |
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| 139 | bool mRemoveOwnVertexData; |
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| 140 | /// When true remove the memory of the IndexData we've created because no one else will |
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| 141 | bool mRemoveOwnIndexData; |
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| 142 | |
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| 143 | virtual void setupVertices( const SubMesh* baseSubMesh ) = 0; |
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| 144 | virtual void setupIndices( const SubMesh* baseSubMesh ) = 0; |
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| 145 | virtual void createAllInstancedEntities(void); |
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| 146 | virtual void deleteAllInstancedEntities(void); |
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| 147 | virtual void deleteUnusedInstancedEntities(void); |
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| 148 | /// Creates a new InstancedEntity instance |
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| 149 | virtual InstancedEntity* generateInstancedEntity(size_t num); |
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| 150 | |
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| 151 | /** Takes an array of 3x4 matrices and makes it camera relative. Note the second argument |
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| 152 | takes number of floats in the array, not number of matrices. Assumes mCachedCamera |
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| 153 | contains the camera which is about to be rendered to. |
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| 154 | */ |
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| 155 | void makeMatrixCameraRelative3x4( float *mat3x4, size_t numFloats ); |
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| 156 | |
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| 157 | /// Returns false on errors that would prevent building this batch from the given submesh |
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| 158 | virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ); |
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| 159 | |
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| 160 | void updateVisibility(void); |
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| 161 | |
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| 162 | /** @see _defragmentBatch */ |
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| 163 | void defragmentBatchNoCull( InstancedEntityVec &usedEntities, CustomParamsVec &usedParams ); |
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| 164 | |
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| 165 | /** @see _defragmentBatch |
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| 166 | This one takes the entity closest to the minimum corner of the bbox, then starts |
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| 167 | gathering entities closest to this entity. There might be much better algorithms (i.e. |
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| 168 | involving space partition), but this one is simple and works well enough |
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| 169 | */ |
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| 170 | void defragmentBatchDoCull( InstancedEntityVec &usedEntities, CustomParamsVec &usedParams ); |
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| 171 | |
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| 172 | public: |
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| 173 | InstanceBatch( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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| 174 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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| 175 | const String &batchName ); |
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| 176 | virtual ~InstanceBatch(); |
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| 177 | |
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| 178 | MeshPtr& _getMeshRef() { return mMeshReference; } |
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| 179 | |
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| 180 | /** Raises an exception if trying to change it after being built |
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| 181 | */ |
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| 182 | void _setInstancesPerBatch( size_t instancesPerBatch ); |
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| 183 | |
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| 184 | const Mesh::IndexMap* _getIndexToBoneMap() const { return mIndexToBoneMap; } |
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| 185 | |
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| 186 | /** Returns true if this technique supports skeletal animation |
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| 187 | @remarks |
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| 188 | A virtual function could have been used, but using a simple variable overridden |
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| 189 | by the derived class is faster than virtual call overhead. And both are clean |
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| 190 | ways of implementing it. |
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| 191 | */ |
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| 192 | bool _supportsSkeletalAnimation() const { return mTechnSupportsSkeletal; } |
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| 193 | |
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| 194 | /** @see InstanceManager::updateDirtyBatches */ |
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| 195 | void _updateBounds(void); |
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| 196 | |
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| 197 | /** Some techniques have a limit on how many instances can be done. |
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| 198 | Sometimes even depends on the material being used. |
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| 199 | @par |
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| 200 | Note this is a helper function, as such it takes a submesh base to compute |
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| 201 | the parameters, instead of using the object's own. This allows |
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| 202 | querying for a technique without requiering to actually build it. |
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| 203 | @param baseSubMesh The base submesh that will be using to build it. |
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| 204 | @param flags Flags to pass to the InstanceManager. @see InstanceManagerFlags |
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| 205 | @return The max instances limit |
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| 206 | */ |
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| 207 | virtual size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const = 0; |
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| 208 | |
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| 209 | /** Constructs all the data needed to use this batch, as well as the |
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| 210 | InstanceEntities. Placed here because in the constructor virtual |
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| 211 | tables may not have been yet filled. |
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| 212 | @param baseSubMesh A sub mesh which the instances will be based upon from. |
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| 213 | @remarks |
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| 214 | Call this only ONCE. This is done automatically by Ogre::InstanceManager |
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| 215 | Caller is responsable for freeing buffers in this RenderOperation |
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| 216 | Buffers inside the RenderOp may be null if the built failed. |
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| 217 | @return |
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| 218 | A render operation which is very useful to pass to other InstanceBatches |
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| 219 | (@see buildFrom) so that they share the same vertex buffers and indices, |
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| 220 | when possible |
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| 221 | */ |
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| 222 | virtual RenderOperation build( const SubMesh* baseSubMesh ); |
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| 223 | |
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| 224 | /** Instancing consumes significantly more GPU memory than regular rendering |
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| 225 | methods. However, multiple batches can share most, if not all, of the |
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| 226 | vertex & index buffers to save memory. |
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| 227 | Derived classes are free to overload this method to manipulate what to |
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| 228 | reference from Render Op. |
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| 229 | For example, Hardware based instancing uses it's own vertex buffer for the |
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| 230 | last source binding, but shares the other sources. |
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| 231 | @param renderOperation The RenderOp to reference. |
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| 232 | @remarks |
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| 233 | Caller is responsable for freeing buffers passed as input arguments |
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| 234 | This function replaces the need to call build() |
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| 235 | */ |
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| 236 | virtual void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ); |
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| 237 | |
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| 238 | const Ogre::MeshPtr& _getMeshReference(void) const { return mMeshReference; } |
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| 239 | |
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| 240 | /** @return true if it can not create more InstancedEntities |
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| 241 | (Num InstancedEntities == mInstancesPerBatch) |
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| 242 | */ |
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| 243 | bool isBatchFull(void) const { return mUnusedEntities.empty(); } |
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| 244 | |
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| 245 | /** Returns true if it no instanced entity has been requested or all of them have been removed |
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| 246 | */ |
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| 247 | bool isBatchUnused(void) const { return mUnusedEntities.size() == mInstancedEntities.size(); } |
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| 248 | |
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| 249 | /** Fills the input vector with the instances that are currently being used or were requested. |
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| 250 | Used for defragmentation, @see InstanceManager::defragmentBatches |
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| 251 | */ |
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| 252 | void getInstancedEntitiesInUse( InstancedEntityVec &outEntities, CustomParamsVec &outParams ); |
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| 253 | |
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| 254 | /** @see InstanceManager::defragmentBatches |
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| 255 | This function takes InstancedEntities and pushes back all entities it can fit here |
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| 256 | Extra entities in mUnusedEntities are destroyed |
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| 257 | (so that used + unused = mInstancedEntities.size()) |
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| 258 | @param optimizeCulling true will call the DoCull version, false the NoCull |
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| 259 | @param usedEntities Array of InstancedEntities to parent with this batch. Those reparented |
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| 260 | are removed from this input vector |
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| 261 | @param usedParams Array of Custom parameters correlated with the InstancedEntities in usedEntities. |
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| 262 | They follow the fate of the entities in that vector. |
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| 263 | @remarks: |
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| 264 | This function assumes caller holds data to mInstancedEntities! Otherwise |
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| 265 | you can get memory leaks. Don't call this directly if you don't know what you're doing! |
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| 266 | */ |
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| 267 | void _defragmentBatch( bool optimizeCulling, InstancedEntityVec &usedEntities, |
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| 268 | CustomParamsVec &usedParams ); |
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| 269 | |
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| 270 | /** @see InstanceManager::_defragmentBatchDiscard |
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| 271 | Destroys unused entities and clears the mInstancedEntity container which avoids leaving |
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| 272 | dangling pointers from reparented InstancedEntities |
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| 273 | Usually called before deleting this pointer. Don't call directly! |
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| 274 | */ |
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| 275 | void _defragmentBatchDiscard(void); |
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| 276 | |
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| 277 | /** Called by InstancedEntity(s) to tell us we need to update the bounds |
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| 278 | (we touch the SceneNode so the SceneManager aknowledges such change) |
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| 279 | */ |
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| 280 | virtual void _boundsDirty(void); |
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| 281 | |
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| 282 | /** Tells this batch to stop updating animations, positions, rotations, and display |
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| 283 | all it's active instances. Currently only InstanceBatchHW & InstanceBatchHW_VTF support it. |
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| 284 | This option makes the batch behave pretty much like Static Geometry, but with the GPU RAM |
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| 285 | memory advantages (less VRAM, less bandwidth) and not LOD support. Very useful for |
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| 286 | billboards of trees, repeating vegetation, etc. |
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| 287 | @remarks |
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| 288 | This function moves a lot of processing time from the CPU to the GPU. If the GPU |
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| 289 | is already a bottleneck, you may see a decrease in performance instead! |
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| 290 | Call this function again (with bStatic=true) if you've made a change to an |
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| 291 | InstancedEntity and wish this change to take effect. |
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| 292 | Be sure to call this after you've set all your instances |
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| 293 | @see InstanceBatchHW::setStaticAndUpdate |
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| 294 | */ |
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| 295 | virtual void setStaticAndUpdate( bool bStatic ) {} |
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| 296 | |
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| 297 | /** Returns true if this batch was set as static. @see setStaticAndUpdate |
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| 298 | */ |
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| 299 | virtual bool isStatic() const { return false; } |
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| 300 | |
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| 301 | /** Returns a pointer to a new InstancedEntity ready to use |
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| 302 | Note it's actually preallocated, so no memory allocation happens at |
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| 303 | this point. |
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| 304 | @remarks |
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| 305 | Returns NULL if all instances are being used |
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| 306 | */ |
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| 307 | InstancedEntity* createInstancedEntity(); |
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| 308 | |
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| 309 | /** Removes an InstancedEntity from the scene retrieved with |
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| 310 | getNewInstancedEntity, putting back into a queue |
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| 311 | @remarks |
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| 312 | Throws an exception if the instanced entity wasn't created by this batch |
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| 313 | Removed instanced entities save little CPU time, but _not_ GPU |
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| 314 | */ |
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| 315 | void removeInstancedEntity( InstancedEntity *instancedEntity ); |
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| 316 | |
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| 317 | /** Tells whether world bone matrices need to be calculated. |
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| 318 | This does not include bone matrices which are calculated regardless |
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| 319 | */ |
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| 320 | virtual bool useBoneWorldMatrices() const { return true; } |
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| 321 | |
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| 322 | /** Tells that the list of entity instances with shared transforms has changed */ |
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| 323 | void _markTransformSharingDirty() { mTransformSharingDirty = true; } |
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| 324 | |
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| 325 | /** @see InstancedEntity::setCustomParam */ |
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| 326 | void _setCustomParam( InstancedEntity *instancedEntity, unsigned char idx, const Vector4 &newParam ); |
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| 327 | |
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| 328 | /** @see InstancedEntity::getCustomParam */ |
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| 329 | const Vector4& _getCustomParam( InstancedEntity *instancedEntity, unsigned char idx ); |
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| 330 | |
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| 331 | //Renderable overloads |
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| 332 | /** @copydoc Renderable::getMaterial. */ |
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| 333 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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| 334 | /** @copydoc Renderable::getRenderOperation. */ |
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| 335 | void getRenderOperation( RenderOperation& op ) { op = mRenderOperation; } |
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| 336 | |
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| 337 | /** @copydoc Renderable::getSquaredViewDepth. */ |
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| 338 | Real getSquaredViewDepth( const Camera* cam ) const; |
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| 339 | /** @copydoc Renderable::getLights. */ |
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| 340 | const LightList& getLights( void ) const; |
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| 341 | /** @copydoc Renderable::getTechnique. */ |
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| 342 | Technique* getTechnique(void) const; |
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| 343 | |
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| 344 | /** @copydoc MovableObject::getMovableType. */ |
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| 345 | const String& getMovableType(void) const; |
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| 346 | /** @copydoc MovableObject::_notifyCurrentCamera. */ |
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| 347 | void _notifyCurrentCamera( Camera* cam ); |
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| 348 | /** @copydoc MovableObject::getBoundingBox. */ |
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| 349 | const AxisAlignedBox& getBoundingBox(void) const; |
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| 350 | /** @copydoc MovableObject::getBoundingRadius. */ |
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| 351 | Real getBoundingRadius(void) const; |
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| 352 | |
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| 353 | virtual void _updateRenderQueue(RenderQueue* queue); |
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| 354 | void visitRenderables( Renderable::Visitor* visitor, bool debugRenderables = false ); |
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| 355 | |
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| 356 | // resolve ambiguity of get/setUserAny due to inheriting from Renderable and MovableObject |
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| 357 | using Renderable::getUserAny; |
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| 358 | using Renderable::setUserAny; |
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| 359 | }; |
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| 360 | } // namespace Ogre |
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| 361 | |
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| 362 | #include "OgreHeaderSuffix.h" |
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| 363 | |
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| 364 | #endif // __InstanceBatch_H__ |
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