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 __BaseInstanceBatchVTF_H__ |
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29 | #define __BaseInstanceBatchVTF_H__ |
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30 | |
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31 | #include "OgreInstanceBatch.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) |
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44 | This implementation has the following advantages: |
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45 | * Supports huge amount of instances per batch |
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46 | * Supports skinning even with huge ammounts of instances per batch |
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47 | * Doesn't need shader constants registers. |
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48 | * Best suited for skinned entities |
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49 | |
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50 | But beware the disadvantages: |
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51 | * VTF is only fast on modern GPUs (ATI Radeon HD 2000+, GeForce 8+ series onwards) |
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52 | * On GeForce 6/7 series VTF is too slow |
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53 | * VTF isn't (controversely) supported on old ATI X1800 hardware |
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54 | * Only one bone weight per vertex is supported |
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55 | * GPUs with low memory bandwidth (i.e. laptops and integrated GPUs) |
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56 | may perform even worse than no instancing |
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57 | |
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58 | Whether this performs great or bad depends on the hardware. It improved up to 4x performance on |
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59 | a Intel Core 2 Quad Core X9650 GeForce 8600 GTS, and in an Intel Core 2 Duo P7350 ATI |
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60 | Mobility Radeon HD 4650, but went 0.75x slower on an AthlonX2 5000+ integrated nForce 6150 SE |
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61 | Each BaseInstanceBatchVTF has it's own texture, which occupies memory in VRAM. |
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62 | Approx VRAM usage can be computed by doing 12 bytes * 3 * numInstances * numBones |
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63 | Use flag IM_VTFBESTFIT to avoid wasting VRAM (but may reduce amount of instances per batch). |
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64 | @par |
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65 | The material requires at least a texture unit stage named "InstancingVTF" |
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66 | |
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67 | @remarks |
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68 | Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902 |
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69 | @author |
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70 | Matias N. Goldberg ("dark_sylinc") |
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71 | @version |
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72 | 1.0 |
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73 | */ |
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74 | class _OgreExport BaseInstanceBatchVTF : public InstanceBatch |
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75 | { |
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76 | protected: |
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77 | typedef vector<uint8>::type HWBoneIdxVec; |
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78 | typedef vector<float>::type HWBoneWgtVec; |
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79 | typedef vector<Matrix4>::type Matrix4Vec; |
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80 | |
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81 | size_t mMatricesPerInstance; //number of bone matrices per instance |
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82 | size_t mNumWorldMatrices; //Num bones * num instances |
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83 | TexturePtr mMatrixTexture; //The VTF |
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84 | |
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85 | //Used when all matrices from each instance must be in the same row (i.e. HW Instancing). |
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86 | //A few pixels are wasted, but resizing the texture puts the danger of not sampling the |
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87 | //right pixel... (in theory it should work, but in practice doesn't) |
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88 | size_t mWidthFloatsPadding; |
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89 | size_t mMaxFloatsPerLine; |
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90 | |
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91 | size_t mRowLength; |
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92 | size_t mWeightCount; |
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93 | //Temporary array used to store 3x4 matrices before they are converted to dual quaternions |
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94 | float* mTempTransformsArray3x4; |
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95 | |
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96 | // The state of the usage of bone matrix lookup |
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97 | bool mUseBoneMatrixLookup; |
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98 | size_t mMaxLookupTableInstances; |
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99 | |
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100 | bool mUseBoneDualQuaternions; |
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101 | bool mForceOneWeight; |
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102 | bool mUseOneWeight; |
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103 | |
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104 | /** Clones the base material so it can have it's own vertex texture, and also |
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105 | clones it's shadow caster materials, if it has any |
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106 | */ |
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107 | void cloneMaterial( const MaterialPtr &material ); |
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108 | |
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109 | /** Retrieves bone data from the original sub mesh and puts it into an appropriate buffer, |
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110 | later to be read when creating the vertex semantics. |
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111 | Assumes outBoneIdx has enough space (base submesh vertex count) |
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112 | */ |
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113 | void retrieveBoneIdx( VertexData *baseVertexData, HWBoneIdxVec &outBoneIdx ); |
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114 | |
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115 | /** @see retrieveBoneIdx() |
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116 | Assumes outBoneIdx has enough space (twice the base submesh vertex count, one for each weight) |
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117 | Assumes outBoneWgt has enough space (twice the base submesh vertex count, one for each weight) |
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118 | */ |
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119 | void retrieveBoneIdxWithWeights(VertexData *baseVertexData, HWBoneIdxVec &outBoneIdx, HWBoneWgtVec &outBoneWgt); |
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120 | |
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121 | /** Setups the material to use a vertex texture */ |
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122 | void setupMaterialToUseVTF( TextureType textureType, MaterialPtr &material ); |
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123 | |
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124 | /** Creates the vertex texture */ |
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125 | void createVertexTexture( const SubMesh* baseSubMesh ); |
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126 | |
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127 | /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */ |
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128 | virtual void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData, |
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129 | const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec &hwBoneWgt) = 0; |
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130 | |
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131 | size_t convert3x4MatricesToDualQuaternions(float* matrices, size_t numOfMatrices, float* outDualQuaternions); |
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132 | |
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133 | /** Keeps filling the VTF with world matrix data */ |
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134 | void updateVertexTexture(void); |
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135 | |
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136 | /** Affects VTF texture's width dimension */ |
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137 | virtual bool matricesTogetherPerRow() const = 0; |
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138 | |
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139 | /** update the lookup numbers for entities with shared transforms */ |
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140 | virtual void updateSharedLookupIndexes(); |
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141 | |
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142 | /** @see InstanceBatch::generateInstancedEntity() */ |
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143 | virtual InstancedEntity* generateInstancedEntity(size_t num); |
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144 | |
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145 | public: |
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146 | BaseInstanceBatchVTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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147 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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148 | const String &batchName); |
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149 | virtual ~BaseInstanceBatchVTF(); |
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150 | |
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151 | /** @see InstanceBatch::buildFrom */ |
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152 | void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ); |
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153 | |
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154 | //Renderable overloads |
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155 | void getWorldTransforms( Matrix4* xform ) const; |
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156 | unsigned short getNumWorldTransforms(void) const; |
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157 | |
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158 | /** Overloaded to be able to updated the vertex texture */ |
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159 | void _updateRenderQueue(RenderQueue* queue); |
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160 | |
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161 | /** Sets the state of the usage of bone matrix lookup |
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162 | |
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163 | Under default condition each instance entity is assigned a specific area in the vertex |
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164 | texture for bone matrix data. When turned on the amount of area in the vertex texture |
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165 | assigned for bone matrix data will be relative to the amount of unique animation states. |
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166 | Instanced entities sharing the same animation state will share the same area in the matrix. |
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167 | The specific position of each entity is placed in the vertex data and added in a second phase |
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168 | in the shader. |
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169 | |
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170 | Note this feature only works in VTF_HW for now. |
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171 | This value needs to be set before adding any instanced entities |
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172 | */ |
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173 | void setBoneMatrixLookup(bool enable, size_t maxLookupTableInstances) { assert(mInstancedEntities.empty()); |
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174 | mUseBoneMatrixLookup = enable; mMaxLookupTableInstances = maxLookupTableInstances; } |
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175 | |
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176 | /** Tells whether to use bone matrix lookup |
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177 | @see setBoneMatrixLookup() |
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178 | */ |
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179 | bool useBoneMatrixLookup() const { return mUseBoneMatrixLookup; } |
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180 | |
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181 | void setBoneDualQuaternions(bool enable) { assert(mInstancedEntities.empty()); |
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182 | mUseBoneDualQuaternions = enable; mRowLength = (mUseBoneDualQuaternions ? 2 : 3); } |
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183 | |
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184 | bool useBoneDualQuaternions() const { return mUseBoneDualQuaternions; } |
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185 | |
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186 | void setForceOneWeight(bool enable) { assert(mInstancedEntities.empty()); |
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187 | mForceOneWeight = enable; } |
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188 | |
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189 | bool forceOneWeight() const { return mForceOneWeight; } |
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190 | |
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191 | void setUseOneWeight(bool enable) { assert(mInstancedEntities.empty()); |
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192 | mUseOneWeight = enable; } |
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193 | |
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194 | bool useOneWeight() const { return mUseOneWeight; } |
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195 | |
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196 | /** @see InstanceBatch::useBoneWorldMatrices() */ |
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197 | virtual bool useBoneWorldMatrices() const { return !mUseBoneMatrixLookup; } |
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198 | |
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199 | /** @return the maximum amount of shared transform entities when using lookup table*/ |
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200 | virtual size_t getMaxLookupTableInstances() const { return mMaxLookupTableInstances; } |
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201 | |
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202 | }; |
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203 | |
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204 | class _OgreExport InstanceBatchVTF : public BaseInstanceBatchVTF |
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205 | { |
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206 | |
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207 | void setupVertices( const SubMesh* baseSubMesh ); |
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208 | void setupIndices( const SubMesh* baseSubMesh ); |
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209 | |
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210 | /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */ |
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211 | void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData, |
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212 | const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec &hwBoneWgt ); |
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213 | |
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214 | virtual bool matricesTogetherPerRow() const { return false; } |
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215 | public: |
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216 | InstanceBatchVTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
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217 | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
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218 | const String &batchName); |
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219 | virtual ~InstanceBatchVTF(); |
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220 | |
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221 | /** @see InstanceBatch::calculateMaxNumInstances */ |
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222 | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const; |
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223 | }; |
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224 | } |
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225 | |
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226 | #endif |
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