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_VTF_H__ |
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29 | #define __InstanceBatchHW_VTF_H__ |
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30 | |
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31 | #include "OgreInstanceBatchVTF.h" |
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32 | #include "OgreTexture.h" |
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33 | |
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34 | namespace Ogre |
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35 | { |
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36 | /** \addtogroup Core |
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37 | * @{ |
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38 | */ |
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39 | /** \addtogroup Scene |
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40 | * @{ |
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41 | */ |
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42 | |
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43 | /** Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and |
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44 | hardware instancing. |
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45 | @see BaseInstanceBatchVTF and @see InstanceBatchHW |
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46 | |
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47 | The advantage over TextureVTF technique, is that this implements a basic culling algorithm |
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48 | to avoid useless processing in vertex shader and uses a lot less VRAM and memory bandwidth |
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49 | |
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50 | Basically it has the benefits of both TextureVTF (skeleton animations) and HWInstancingBasic |
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51 | (lower memory consumption and basic culling) techniques |
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52 | |
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53 | @remarks |
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54 | Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902 |
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55 | @author |
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56 | Matias N. Goldberg ("dark_sylinc") |
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57 | @version |
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58 | 1.2 |
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59 | */ |
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60 | class _OgreExport InstanceBatchHW_VTF : public BaseInstanceBatchVTF |
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61 | { |
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62 | protected: |
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63 | bool mKeepStatic; |
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64 | |
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65 | //Pointer to the buffer containing the per instance vertex data |
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66 | HardwareVertexBufferSharedPtr mInstanceVertexBuffer; |
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67 | |
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68 | void setupVertices( const SubMesh* baseSubMesh ); |
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69 | void setupIndices( const SubMesh* baseSubMesh ); |
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70 | |
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71 | /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */ |
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72 | void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData, |
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73 | const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec& hwBoneWgt ); |
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74 | |
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75 | /** updates the vertex buffer containing the per instance data |
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76 | @param[in] isFirstTime Tells if this is the first time the buffer is being updated |
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77 | @param[in] currentCamera The camera being used for render (valid when using bone matrix lookup) |
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78 | @return The number of instances to be rendered |
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79 | */ |
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80 | virtual size_t updateInstanceDataBuffer(bool isFirstTime, Camera* currentCamera); |
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81 | |
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82 | |
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83 | virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ); |
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84 | |
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85 | /** Keeps filling the VTF with world matrix data. Overloaded to avoid culled objects |
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86 | and update visible instances' animation |
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87 | */ |
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88 | size_t updateVertexTexture( Camera *currentCamera ); |
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89 | |
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90 | virtual bool matricesTogetherPerRow() const { return true; } |
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91 | public: |
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92 | InstanceBatchHW_VTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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93 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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94 | const String &batchName ); |
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95 | virtual ~InstanceBatchHW_VTF(); |
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96 | /** @see InstanceBatch::calculateMaxNumInstances */ |
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97 | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const; |
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98 | |
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99 | /** @copydoc InstanceBatchHW::_boundsDirty */ |
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100 | void _boundsDirty(void); |
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101 | |
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102 | /** @copydoc InstanceBatchHW::setStaticAndUpdate */ |
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103 | void setStaticAndUpdate( bool bStatic ); |
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104 | |
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105 | bool isStatic() const { return mKeepStatic; } |
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106 | |
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107 | /** Overloaded to visibility on a per unit basis and finally updated the vertex texture */ |
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108 | virtual void _updateRenderQueue( RenderQueue* queue ); |
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109 | }; |
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110 | |
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111 | } |
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112 | |
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113 | #endif |
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