[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 __InstanceBatchShader_H__ |
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| 29 | #define __InstanceBatchShader_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 the same technique the old "InstancedGeometry" implementation used (with improvements). |
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| 43 | Basically it creates a large vertex buffer with many repeating entities, and sends per instance |
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| 44 | data through shader constants. Because SM 2.0 & 3.0 have up to 256 shader constant registers, |
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| 45 | this means there can be approx up to 84 instances per batch, assuming they're not skinned |
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| 46 | But using shader constants for other stuff (i.e. lighting) also affects negatively this number |
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| 47 | A mesh with skeletally animated 2 bones reduces the number 84 to 42 instances per batch. |
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| 48 | @par |
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| 49 | The main advantage of this technique is that it's supported on a high variety of hardware |
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| 50 | (SM 2.0 cards are required) and the same shader can be used for both skeletally animated |
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| 51 | normal entities and instanced entities without a single change required. |
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| 52 | @par |
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| 53 | Unlike the old InstancedGeometry implementation, the developer doesn't need to worry about |
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| 54 | reaching the 84 instances limit, the InstanceManager automatically takes care of splitting |
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| 55 | and creating new batches. But beware internally, this means less performance improvement. |
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| 56 | Another improvement is that vertex buffers are shared between batches, which significantly |
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| 57 | reduces GPU VRAM usage. |
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| 58 | |
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| 59 | @remarks |
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| 60 | Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902 |
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| 61 | @author |
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| 62 | Matias N. Goldberg ("dark_sylinc") |
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| 63 | @version |
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| 64 | 1.0 |
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| 65 | */ |
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| 66 | class _OgreExport InstanceBatchShader : public InstanceBatch |
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| 67 | { |
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| 68 | unsigned short mNumWorldMatrices; |
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| 69 | |
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| 70 | void setupVertices( const SubMesh* baseSubMesh ); |
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| 71 | void setupIndices( const SubMesh* baseSubMesh ); |
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| 72 | |
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| 73 | /** When the mesh is (hardware) skinned, a different code path is called so that |
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| 74 | we reuse the index buffers and modify them in place. For example Instance #2 |
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| 75 | with reference to bone #5 would have BlendIndex = 2 + 5 = 7 |
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| 76 | Everything is copied identically except the VES_BLEND_INDICES semantic |
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| 77 | */ |
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| 78 | void setupHardwareSkinned( const SubMesh* baseSubMesh, VertexData *thisVertexData, |
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| 79 | VertexData *baseVertexData ); |
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| 80 | |
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| 81 | public: |
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| 82 | InstanceBatchShader( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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| 83 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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| 84 | const String &batchName ); |
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| 85 | virtual ~InstanceBatchShader(); |
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| 86 | |
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| 87 | /** @see InstanceBatch::calculateMaxNumInstances */ |
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| 88 | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const; |
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| 89 | |
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| 90 | /** @see InstanceBatch::buildFrom */ |
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| 91 | void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ); |
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| 92 | |
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| 93 | //Renderable overloads |
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| 94 | void getWorldTransforms( Matrix4* xform ) const; |
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| 95 | unsigned short getNumWorldTransforms(void) const; |
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| 96 | }; |
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| 97 | } |
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| 98 | |
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| 99 | #endif |
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