1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org/ |
---|
6 | |
---|
7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
---|
8 | |
---|
9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
---|
10 | of this software and associated documentation files (the "Software"), to deal |
---|
11 | in the Software without restriction, including without limitation the rights |
---|
12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
---|
13 | copies of the Software, and to permit persons to whom the Software is |
---|
14 | furnished to do so, subject to the following conditions: |
---|
15 | |
---|
16 | The above copyright notice and this permission notice shall be included in |
---|
17 | all copies or substantial portions of the Software. |
---|
18 | |
---|
19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
---|
20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
---|
21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
---|
22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
---|
23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
---|
24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
---|
25 | THE SOFTWARE. |
---|
26 | ----------------------------------------------------------------------------- |
---|
27 | */ |
---|
28 | #ifndef __InstanceBatchHW_H__ |
---|
29 | #define __InstanceBatchHW_H__ |
---|
30 | |
---|
31 | #include "OgreInstanceBatch.h" |
---|
32 | |
---|
33 | namespace Ogre |
---|
34 | { |
---|
35 | /** \addtogroup Core |
---|
36 | * @{ |
---|
37 | */ |
---|
38 | /** \addtogroup Scene |
---|
39 | * @{ |
---|
40 | */ |
---|
41 | |
---|
42 | /** This is technique requires true instancing hardware support. |
---|
43 | Basically it creates a cloned vertex buffer from the original, with an extra buffer containing |
---|
44 | 3 additional TEXCOORDS (12 bytes) repeated as much as the instance count. |
---|
45 | That will be used for each instance data. |
---|
46 | @par |
---|
47 | The main advantage of this technique is that it's <u>VERY</u> fast; but it doesn't support |
---|
48 | skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles, |
---|
49 | debris, bricks, trees, sprites. |
---|
50 | This batch is one of the few (if not the only) techniques that allows culling on an individual |
---|
51 | basis. This means we can save vertex shader performance for instances that aren't in scene or |
---|
52 | just not focused by the camera. |
---|
53 | |
---|
54 | @remarks |
---|
55 | Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902 |
---|
56 | @author |
---|
57 | Matias N. Goldberg ("dark_sylinc") |
---|
58 | @version |
---|
59 | 1.1 |
---|
60 | */ |
---|
61 | class _OgreExport InstanceBatchHW : public InstanceBatch |
---|
62 | { |
---|
63 | bool mKeepStatic; |
---|
64 | |
---|
65 | void setupVertices( const SubMesh* baseSubMesh ); |
---|
66 | void setupIndices( const SubMesh* baseSubMesh ); |
---|
67 | |
---|
68 | void removeBlendData(); |
---|
69 | virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ); |
---|
70 | |
---|
71 | size_t updateVertexBuffer( Camera *currentCamera ); |
---|
72 | |
---|
73 | public: |
---|
74 | InstanceBatchHW( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
---|
75 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
---|
76 | const String &batchName ); |
---|
77 | virtual ~InstanceBatchHW(); |
---|
78 | |
---|
79 | /** @see InstanceBatch::calculateMaxNumInstances */ |
---|
80 | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const; |
---|
81 | |
---|
82 | /** @see InstanceBatch::buildFrom */ |
---|
83 | void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ); |
---|
84 | |
---|
85 | /** Overloaded so that we don't perform needless updates when in static mode. Also doing that |
---|
86 | could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we |
---|
87 | really are when displaying, or that we're somewhere else) |
---|
88 | */ |
---|
89 | void _boundsDirty(void); |
---|
90 | |
---|
91 | /** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity |
---|
92 | cull check is made. This means if the camera is looking at only one instance, all instances |
---|
93 | are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU |
---|
94 | power and a bit of bus bandwidth. |
---|
95 | */ |
---|
96 | void setStaticAndUpdate( bool bStatic ); |
---|
97 | |
---|
98 | bool isStatic() const { return mKeepStatic; } |
---|
99 | |
---|
100 | //Renderable overloads |
---|
101 | void getWorldTransforms( Matrix4* xform ) const; |
---|
102 | unsigned short getNumWorldTransforms(void) const; |
---|
103 | |
---|
104 | /** Overloaded to avoid updating skeletons (which we don't support), check visibility on a |
---|
105 | per unit basis and finally updated the vertex buffer */ |
---|
106 | virtual void _updateRenderQueue( RenderQueue* queue ); |
---|
107 | }; |
---|
108 | } |
---|
109 | |
---|
110 | #endif |
---|