[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 __InstanceBatchHW_H__ |
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| 29 | #define __InstanceBatchHW_H__ |
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| 30 | |
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| 31 | #include "OgreInstanceBatch.h" |
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| 32 | |
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| 33 | namespace Ogre |
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| 34 | { |
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| 35 | /** \addtogroup Core |
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| 36 | * @{ |
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| 37 | */ |
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| 38 | /** \addtogroup Scene |
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| 39 | * @{ |
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| 40 | */ |
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| 41 | |
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| 42 | /** This is technique requires true instancing hardware support. |
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| 43 | Basically it creates a cloned vertex buffer from the original, with an extra buffer containing |
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| 44 | 3 additional TEXCOORDS (12 bytes) repeated as much as the instance count. |
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| 45 | That will be used for each instance data. |
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| 46 | @par |
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| 47 | The main advantage of this technique is that it's <u>VERY</u> fast; but it doesn't support |
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| 48 | skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles, |
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| 49 | debris, bricks, trees, sprites. |
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| 50 | This batch is one of the few (if not the only) techniques that allows culling on an individual |
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| 51 | basis. This means we can save vertex shader performance for instances that aren't in scene or |
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| 52 | just not focused by the camera. |
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| 53 | |
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| 54 | @remarks |
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| 55 | Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902 |
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| 56 | @author |
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| 57 | Matias N. Goldberg ("dark_sylinc") |
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| 58 | @version |
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| 59 | 1.1 |
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| 60 | */ |
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| 61 | class _OgreExport InstanceBatchHW : public InstanceBatch |
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| 62 | { |
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| 63 | bool mKeepStatic; |
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| 64 | |
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| 65 | void setupVertices( const SubMesh* baseSubMesh ); |
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| 66 | void setupIndices( const SubMesh* baseSubMesh ); |
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| 67 | |
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| 68 | void removeBlendData(); |
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| 69 | virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ); |
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| 70 | |
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| 71 | size_t updateVertexBuffer( Camera *currentCamera ); |
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| 72 | |
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| 73 | public: |
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| 74 | InstanceBatchHW( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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| 75 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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| 76 | const String &batchName ); |
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| 77 | virtual ~InstanceBatchHW(); |
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| 78 | |
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| 79 | /** @see InstanceBatch::calculateMaxNumInstances */ |
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| 80 | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const; |
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| 81 | |
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| 82 | /** @see InstanceBatch::buildFrom */ |
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| 83 | void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ); |
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| 84 | |
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| 85 | /** Overloaded so that we don't perform needless updates when in static mode. Also doing that |
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| 86 | could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we |
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| 87 | really are when displaying, or that we're somewhere else) |
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| 88 | */ |
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| 89 | void _boundsDirty(void); |
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| 90 | |
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| 91 | /** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity |
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| 92 | cull check is made. This means if the camera is looking at only one instance, all instances |
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| 93 | are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU |
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| 94 | power and a bit of bus bandwidth. |
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| 95 | */ |
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| 96 | void setStaticAndUpdate( bool bStatic ); |
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| 97 | |
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| 98 | bool isStatic() const { return mKeepStatic; } |
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| 99 | |
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| 100 | //Renderable overloads |
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| 101 | void getWorldTransforms( Matrix4* xform ) const; |
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| 102 | unsigned short getNumWorldTransforms(void) const; |
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| 103 | |
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| 104 | /** Overloaded to avoid updating skeletons (which we don't support), check visibility on a |
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| 105 | per unit basis and finally updated the vertex buffer */ |
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| 106 | virtual void _updateRenderQueue( RenderQueue* queue ); |
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| 107 | }; |
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| 108 | } |
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| 109 | |
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| 110 | #endif |
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