[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 __InstancedGeometry_H__ |
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| 29 | #define __InstancedGeometry_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreMovableObject.h" |
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| 33 | #include "OgreSimpleRenderable.h" |
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| 34 | #include "OgreSkeleton.h" |
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| 35 | #include "OgreSkeletonInstance.h" |
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| 36 | #include "OgreAnimationTrack.h" |
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| 37 | #include "OgreBone.h" |
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| 38 | #include "OgreIteratorWrappers.h" |
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| 39 | #include "OgreMesh.h" |
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| 40 | #include "OgreHeaderPrefix.h" |
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| 41 | |
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| 42 | namespace Ogre { |
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| 43 | |
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| 44 | /** \addtogroup Core |
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| 45 | * @{ |
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| 46 | */ |
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| 47 | /** \addtogroup Scene |
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| 48 | * @{ |
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| 49 | */ |
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| 50 | /** Pre-transforms and batches up meshes for efficient use as instanced geometry |
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| 51 | in a scene |
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| 52 | @remarks |
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| 53 | Shader instancing allows to save both memory and draw calls. While |
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| 54 | StaticGeometry stores 500 times the same object in a batch to display 500 |
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| 55 | objects, this shader instancing implementation stores only 80 times the object, |
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| 56 | and then re-uses the vertex data with different shader parameter. |
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| 57 | Although you save memory, you make more draw call. However, you still |
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| 58 | make less draw calls than if you were rendering each object independently. |
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| 59 | Plus, you can move the batched objects independently of one another which |
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| 60 | you cannot do with StaticGeometry. |
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| 61 | @par |
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| 62 | Therefore it is important when you are rendering a lot of geometry to |
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| 63 | batch things up into as few rendering calls as possible. This |
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| 64 | class allows you to build a batched object from a series of entities |
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| 65 | in order to benefit from this behaviour. |
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| 66 | Batching has implications of it's own though: |
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| 67 | @li Batched geometry cannot be subdivided; that means that the whole |
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| 68 | group will be displayed, or none of it will. This obivously has |
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| 69 | culling issues. |
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| 70 | @li A single material must apply for each batch. In fact this class |
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| 71 | allows you to use multiple materials, but you should be aware that |
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| 72 | internally this means that there is one batch per material. |
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| 73 | Therefore you won't gain as much benefit from the batching if you |
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| 74 | use many different materials; try to keep the number down. |
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| 75 | @par |
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| 76 | The bounding box information is computed with object position only. |
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| 77 | It doesn't take account of the object orientation. |
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| 78 | @par |
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| 79 | The LOD settings of both the Mesh and the Materials used in |
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| 80 | constructing this instanced geometry will be respected. This means that |
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| 81 | if you use meshes/materials which have LOD, batches in the distance |
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| 82 | will have a lower polygon count or material detail to those in the |
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| 83 | foreground. Since each mesh might have different LOD distances, during |
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| 84 | build the furthest distance at each LOD level from all meshes |
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| 85 | in that BatchInstance is used. This means all the LOD levels change at the |
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| 86 | same time, but at the furthest distance of any of them (so quality is |
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| 87 | not degraded). Be aware that using Mesh LOD in this class will |
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| 88 | further increase the memory required. Only generated LOD |
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| 89 | is supported for meshes. |
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| 90 | @par |
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| 91 | There are 2 ways you can add geometry to this class; you can add |
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| 92 | Entity objects directly with predetermined positions, scales and |
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| 93 | orientations, or you can add an entire SceneNode and it's subtree, |
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| 94 | including all the objects attached to it. Once you've added everything |
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| 95 | you need to, you have to call build() the fix the geometry in place. |
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| 96 | @par |
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| 97 | You should not construct instances of this class directly; instead, call |
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| 98 | SceneManager::createInstancedGeometry, which gives the SceneManager the |
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| 99 | option of providing you with a specialised version of this class if it |
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| 100 | wishes, and also handles the memory management for you like other |
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| 101 | classes. |
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| 102 | @note |
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| 103 | Warning: this class only works with indexed triangle lists at the moment, do not pass it triangle strips, fans or lines / points, or unindexed geometry. |
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| 104 | */ |
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| 105 | class _OgreExport InstancedGeometry : public BatchedGeometryAlloc |
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| 106 | { |
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| 107 | public: |
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| 108 | /** Struct holding geometry optimised per SubMesh / LOD level, ready |
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| 109 | for copying to instances. |
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| 110 | @remarks |
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| 111 | Since we're going to be duplicating geometry lots of times, it's |
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| 112 | far more important that we don't have redundant vertex data. If a |
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| 113 | SubMesh uses shared geometry, or we're looking at a lower LOD, not |
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| 114 | all the vertices are being referenced by faces on that submesh. |
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| 115 | Therefore to duplicate them, potentially hundreds or even thousands |
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| 116 | of times, would be extremely wasteful. Therefore, if a SubMesh at |
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| 117 | a given LOD has wastage, we create an optimised version of it's |
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| 118 | geometry which is ready for copying with no wastage. |
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| 119 | */ |
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| 120 | class _OgrePrivate OptimisedSubMeshGeometry : public BatchedGeometryAlloc |
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| 121 | { |
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| 122 | public: |
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| 123 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} |
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| 124 | ~OptimisedSubMeshGeometry() |
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| 125 | { |
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| 126 | delete vertexData; |
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| 127 | delete indexData; |
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| 128 | } |
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| 129 | VertexData *vertexData; |
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| 130 | IndexData *indexData; |
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| 131 | }; |
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| 132 | typedef list<OptimisedSubMeshGeometry*>::type OptimisedSubMeshGeometryList; |
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| 133 | /// Saved link between SubMesh at a LOD and vertex/index data |
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| 134 | /// May point to original or optimised geometry |
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| 135 | struct SubMeshLodGeometryLink |
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| 136 | { |
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| 137 | VertexData* vertexData; |
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| 138 | IndexData* indexData; |
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| 139 | }; |
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| 140 | typedef vector<SubMeshLodGeometryLink>::type SubMeshLodGeometryLinkList; |
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| 141 | typedef map<SubMesh*, SubMeshLodGeometryLinkList*>::type SubMeshGeometryLookup; |
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| 142 | /// Structure recording a queued submesh for the build |
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| 143 | struct QueuedSubMesh : public BatchedGeometryAlloc |
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| 144 | { |
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| 145 | SubMesh* submesh; |
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| 146 | /// Link to LOD list of geometry, potentially optimised |
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| 147 | SubMeshLodGeometryLinkList* geometryLodList; |
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| 148 | String materialName; |
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| 149 | Vector3 position; |
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| 150 | Quaternion orientation; |
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| 151 | Vector3 scale; |
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| 152 | /// Pre-transformed world AABB |
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| 153 | AxisAlignedBox worldBounds; |
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| 154 | unsigned int ID; |
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| 155 | }; |
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| 156 | typedef vector<QueuedSubMesh*>::type QueuedSubMeshList; |
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| 157 | typedef vector<String>::type QueuedSubMeshOriginList; |
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| 158 | /// Structure recording a queued geometry for low level builds |
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| 159 | struct QueuedGeometry : public BatchedGeometryAlloc |
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| 160 | { |
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| 161 | SubMeshLodGeometryLink* geometry; |
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| 162 | Vector3 position; |
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| 163 | Quaternion orientation; |
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| 164 | Vector3 scale; |
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| 165 | unsigned int ID; |
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| 166 | }; |
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| 167 | typedef vector<QueuedGeometry*>::type QueuedGeometryList; |
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| 168 | |
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| 169 | // forward declarations |
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| 170 | class LODBucket; |
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| 171 | class MaterialBucket; |
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| 172 | class BatchInstance; |
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| 173 | class InstancedObject; |
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| 174 | |
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| 175 | /** A GeometryBucket is a the lowest level bucket where geometry with |
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| 176 | the same vertex & index format is stored. It also acts as the |
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| 177 | renderable. |
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| 178 | */ |
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| 179 | class _OgreExport GeometryBucket : public SimpleRenderable |
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| 180 | { |
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| 181 | protected: |
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| 182 | |
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| 183 | /// Geometry which has been queued up pre-build (not for deallocation) |
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| 184 | QueuedGeometryList mQueuedGeometry; |
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| 185 | /// Pointer to the Batch |
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| 186 | InstancedGeometry*mBatch; |
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| 187 | /// Pointer to parent bucket |
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| 188 | MaterialBucket* mParent; |
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| 189 | /// String identifying the vertex / index format |
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| 190 | String mFormatString; |
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| 191 | /// Vertex information, includes current number of vertices |
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| 192 | /// committed to be a part of this bucket |
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| 193 | VertexData* mVertexData; |
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| 194 | /// Index information, includes index type which limits the max |
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| 195 | /// number of vertices which are allowed in one bucket |
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| 196 | IndexData* mIndexData; |
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| 197 | /// Size of indexes |
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| 198 | HardwareIndexBuffer::IndexType mIndexType; |
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| 199 | /// Maximum vertex indexable |
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| 200 | size_t mMaxVertexIndex; |
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| 201 | /// Index of the Texcoord where the index is stored |
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| 202 | unsigned short mTexCoordIndex; |
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| 203 | AxisAlignedBox mAABB; |
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| 204 | |
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| 205 | template<typename T> |
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| 206 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) |
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| 207 | { |
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| 208 | if (indexOffset == 0) |
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| 209 | { |
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| 210 | memcpy(dst, src, sizeof(T) * count); |
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| 211 | } |
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| 212 | else |
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| 213 | { |
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| 214 | while(count--) |
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| 215 | { |
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| 216 | *dst++ = static_cast<T>(*src++ + indexOffset); |
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| 217 | } |
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| 218 | } |
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| 219 | } |
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| 220 | |
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| 221 | void _initGeometryBucket(const VertexData* vData, const IndexData* iData); |
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| 222 | void _initGeometryBucket(GeometryBucket* bucket); |
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| 223 | |
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| 224 | public: |
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| 225 | GeometryBucket(MaterialBucket* parent, const String& formatString, |
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| 226 | const VertexData* vData, const IndexData* iData); |
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| 227 | GeometryBucket(const String& name, MaterialBucket* parent, const String& formatString, |
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| 228 | const VertexData* vData, const IndexData* iData); |
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| 229 | GeometryBucket(MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); |
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| 230 | GeometryBucket(const String& name, MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); |
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| 231 | virtual ~GeometryBucket(); |
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| 232 | MaterialBucket* getParent(void) { return mParent; } |
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| 233 | Real getBoundingRadius(void) const; |
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| 234 | /// Get the vertex data for this geometry |
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| 235 | const VertexData* getVertexData(void) const { return mVertexData; } |
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| 236 | /// Get the index data for this geometry |
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| 237 | const IndexData* getIndexData(void) const { return mIndexData; } |
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| 238 | /// @copydoc Renderable::getMaterial |
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| 239 | const MaterialPtr& getMaterial(void) const; |
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| 240 | Technique* getTechnique(void) const; |
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| 241 | void getWorldTransforms(Matrix4* xform) const; |
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| 242 | virtual unsigned short getNumWorldTransforms(void) const ; |
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| 243 | Real getSquaredViewDepth(const Camera* cam) const; |
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| 244 | const LightList& getLights(void) const; |
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| 245 | bool getCastsShadows(void) const; |
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| 246 | String getFormatString(void) const; |
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| 247 | /** Try to assign geometry to this bucket. |
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| 248 | @return false if there is no room left in this bucket |
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| 249 | */ |
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| 250 | bool assign(QueuedGeometry* qsm); |
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| 251 | /// Build |
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| 252 | void build(); |
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| 253 | /// Dump contents for diagnostics |
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| 254 | void dump(std::ofstream& of) const; |
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| 255 | /// Return the BoundingBox information. Useful when cloning the batch instance. |
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| 256 | AxisAlignedBox & getAABB(void){return mAABB;} |
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| 257 | /// @copydoc MovableObject::visitRenderables |
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| 258 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
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| 259 | |
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| 260 | }; |
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| 261 | class _OgreExport InstancedObject : public BatchedGeometryAlloc |
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| 262 | { |
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| 263 | friend class GeometryBucket; |
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| 264 | public: |
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| 265 | enum TransformSpace |
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| 266 | { |
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| 267 | /// Transform is relative to the local space |
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| 268 | TS_LOCAL, |
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| 269 | /// Transform is relative to the space of the parent node |
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| 270 | TS_PARENT, |
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| 271 | /// Transform is relative to world space |
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| 272 | TS_WORLD |
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| 273 | }; |
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| 274 | /// list of Geometry Buckets that contains the instanced object |
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| 275 | typedef vector<GeometryBucket*>::type GeometryBucketList; |
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| 276 | protected: |
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| 277 | GeometryBucketList mGeometryBucketList; |
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| 278 | unsigned short mIndex; |
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| 279 | Matrix4 mTransformation; |
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| 280 | Quaternion mOrientation; |
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| 281 | Vector3 mScale; |
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| 282 | Vector3 mPosition; |
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| 283 | SkeletonInstance* mSkeletonInstance; |
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| 284 | /// Cached bone matrices, including any world transform |
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| 285 | Matrix4 *mBoneWorldMatrices; |
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| 286 | /// Cached bone matrices in skeleton local space |
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| 287 | Matrix4 *mBoneMatrices; |
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| 288 | /// State of animation for animable meshes |
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| 289 | AnimationStateSet* mAnimationState; |
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| 290 | unsigned short mNumBoneMatrices; |
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| 291 | /// Records the last frame in which animation was updated |
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| 292 | unsigned long mFrameAnimationLastUpdated; |
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| 293 | public: |
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| 294 | InstancedObject(unsigned short index); |
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| 295 | InstancedObject(unsigned short index,SkeletonInstance *skeleton,AnimationStateSet*animations); |
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| 296 | ~InstancedObject(); |
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| 297 | void setPosition( Vector3 position); |
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| 298 | const Vector3& getPosition(void) const; |
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| 299 | void yaw(const Radian& angle); |
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| 300 | void pitch(const Radian& angle); |
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| 301 | void roll(const Radian& angle); |
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| 302 | void rotate(const Quaternion& q); |
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| 303 | void setScale(const Vector3& scale); |
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| 304 | const Vector3& getScale() const; |
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| 305 | void setOrientation(const Quaternion& q); |
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| 306 | void setPositionAndOrientation(Vector3 p, const Quaternion& q); |
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| 307 | Quaternion & getOrientation(void); |
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| 308 | void addBucketToList(GeometryBucket* bucket); |
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| 309 | void needUpdate(); |
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| 310 | GeometryBucketList&getGeometryBucketList(void){return mGeometryBucketList;} |
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| 311 | void translate(const Matrix3& axes, const Vector3& move); |
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| 312 | void translate(const Vector3& d); |
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| 313 | Matrix3 getLocalAxes(void) const; |
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| 314 | void updateAnimation(void); |
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| 315 | AnimationState* getAnimationState(const String& name) const; |
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| 316 | SkeletonInstance*getSkeletonInstance(void){return mSkeletonInstance;} |
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| 317 | |
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| 318 | }; |
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| 319 | /** A MaterialBucket is a collection of smaller buckets with the same |
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| 320 | Material (and implicitly the same LOD). */ |
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| 321 | class _OgreExport MaterialBucket : public BatchedGeometryAlloc |
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| 322 | { |
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| 323 | public: |
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| 324 | /// list of Geometry Buckets in this BatchInstance |
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| 325 | typedef vector<GeometryBucket*>::type GeometryBucketList; |
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| 326 | protected: |
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| 327 | /// Pointer to parent LODBucket |
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| 328 | LODBucket* mParent; |
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| 329 | /// Material being used |
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| 330 | String mMaterialName; |
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| 331 | /// Pointer to material being used |
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| 332 | MaterialPtr mMaterial; |
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| 333 | /// Active technique |
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| 334 | Technique* mTechnique; |
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| 335 | int mLastIndex; |
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| 336 | /// list of Geometry Buckets in this BatchInstance |
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| 337 | GeometryBucketList mGeometryBucketList; |
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| 338 | // index to current Geometry Buckets for a given geometry format |
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| 339 | typedef map<String, GeometryBucket*>::type CurrentGeometryMap; |
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| 340 | CurrentGeometryMap mCurrentGeometryMap; |
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| 341 | /// Get a packed string identifying the geometry format |
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| 342 | String getGeometryFormatString(SubMeshLodGeometryLink* geom); |
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| 343 | |
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| 344 | public: |
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| 345 | MaterialBucket(LODBucket* parent, const String& materialName); |
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| 346 | virtual ~MaterialBucket(); |
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| 347 | LODBucket* getParent(void) { return mParent; } |
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| 348 | /// Get the material name |
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| 349 | const String& getMaterialName(void) const { return mMaterialName; } |
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| 350 | /// Assign geometry to this bucket |
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| 351 | void assign(QueuedGeometry* qsm); |
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| 352 | /// Build |
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| 353 | void build(); |
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| 354 | /// Add children to the render queue |
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| 355 | void addRenderables(RenderQueue* queue, uint8 group, |
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| 356 | Real lodValue); |
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| 357 | /// Get the material for this bucket |
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| 358 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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| 359 | /// Iterator over geometry |
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| 360 | typedef VectorIterator<GeometryBucketList> GeometryIterator; |
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| 361 | /// Get an iterator over the contained geometry |
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| 362 | GeometryIterator getGeometryIterator(void); |
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| 363 | /// Get the current Technique |
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| 364 | Technique* getCurrentTechnique(void) const { return mTechnique; } |
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| 365 | /// Dump contents for diagnostics |
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| 366 | void dump(std::ofstream& of) const; |
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| 367 | /// Return the geometry map |
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| 368 | MaterialBucket::CurrentGeometryMap* getMaterialBucketMap(void) const; |
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| 369 | /// Return the geometry list |
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| 370 | MaterialBucket::GeometryBucketList*getGeometryBucketList(void) const; |
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| 371 | /// fill in the map and the list |
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| 372 | void updateContainers(GeometryBucket* bucket, const String &format); |
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| 373 | void setLastIndex(int index){mLastIndex=index;} |
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| 374 | int getLastIndex(){return mLastIndex;} |
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| 375 | void setMaterial(const String & name); |
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| 376 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
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| 377 | |
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| 378 | }; |
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| 379 | /** A LODBucket is a collection of smaller buckets with the same LOD. |
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| 380 | @remarks |
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| 381 | LOD refers to Mesh LOD here. Material LOD can change separately |
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| 382 | at the next bucket down from this. |
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| 383 | */ |
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| 384 | class _OgreExport LODBucket : public BatchedGeometryAlloc |
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| 385 | { |
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| 386 | public: |
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| 387 | /// Lookup of Material Buckets in this BatchInstance |
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| 388 | typedef map<String, MaterialBucket*>::type MaterialBucketMap; |
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| 389 | protected: |
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| 390 | /// Pointer to parent BatchInstance |
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| 391 | BatchInstance* mParent; |
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| 392 | /// LOD level (0 == full LOD) |
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| 393 | unsigned short mLod; |
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| 394 | /// LOD value at which this LOD starts to apply (squared) |
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| 395 | Real mLodValue; |
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| 396 | /// Lookup of Material Buckets in this BatchInstance |
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| 397 | MaterialBucketMap mMaterialBucketMap; |
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| 398 | /// Geometry queued for a single LOD (deallocated here) |
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| 399 | QueuedGeometryList mQueuedGeometryList; |
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| 400 | public: |
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| 401 | LODBucket(BatchInstance* parent, unsigned short lod, Real lodValue); |
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| 402 | virtual ~LODBucket(); |
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| 403 | BatchInstance* getParent(void) { return mParent; } |
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| 404 | /// Get the LOD index |
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| 405 | ushort getLod(void) const { return mLod; } |
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| 406 | /// Get the LOD value |
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| 407 | Real getLodValue(void) const { return mLodValue; } |
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| 408 | /// Assign a queued submesh to this bucket, using specified mesh LOD |
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| 409 | void assign(QueuedSubMesh* qsm, ushort atLod); |
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| 410 | /// Build |
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| 411 | void build(); |
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| 412 | /// Add children to the render queue |
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| 413 | void addRenderables(RenderQueue* queue, uint8 group, |
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| 414 | Real lodValue); |
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| 415 | /// Iterator over the materials in this LOD |
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| 416 | typedef MapIterator<MaterialBucketMap> MaterialIterator; |
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| 417 | /// Get an iterator over the materials in this LOD |
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| 418 | MaterialIterator getMaterialIterator(void); |
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| 419 | /// Dump contents for diagnostics |
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| 420 | void dump(std::ofstream& of) const; |
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| 421 | /// fill the map |
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| 422 | void updateContainers(MaterialBucket* bucket, String& name ); |
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| 423 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
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| 424 | |
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| 425 | }; |
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| 426 | /** The details of a topological BatchInstance which is the highest level of |
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| 427 | partitioning for this class. |
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| 428 | @remarks |
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| 429 | The size & shape of BatchInstances entirely depends on the SceneManager |
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| 430 | specific implementation. It is a MovableObject since it will be |
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| 431 | attached to a node based on the local centre - in practice it |
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| 432 | won't actually move (although in theory it could). |
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| 433 | */ |
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| 434 | class _OgreExport BatchInstance : public MovableObject |
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| 435 | { |
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| 436 | friend class MaterialBucket; |
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| 437 | public: |
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| 438 | |
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| 439 | |
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| 440 | /// list of LOD Buckets in this BatchInstance |
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| 441 | typedef vector<LODBucket*>::type LODBucketList; |
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| 442 | typedef map<unsigned short, InstancedObject*>::type ObjectsMap; |
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| 443 | typedef MapIterator<ObjectsMap> InstancedObjectIterator; |
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| 444 | protected: |
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| 445 | |
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| 446 | /// Parent static geometry |
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| 447 | InstancedGeometry* mParent; |
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| 448 | /// Scene manager link |
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| 449 | SceneManager* mSceneMgr; |
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| 450 | /// Scene node |
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| 451 | SceneNode* mNode; |
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| 452 | /// Local list of queued meshes (not used for deallocation) |
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| 453 | QueuedSubMeshList mQueuedSubMeshes; |
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| 454 | /// Unique identifier for the BatchInstance |
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| 455 | uint32 mBatchInstanceID; |
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| 456 | |
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| 457 | ObjectsMap mInstancesMap; |
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| 458 | public: |
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| 459 | /// LOD values as built up - use the max at each level |
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| 460 | Mesh::LodValueList mLodValues; |
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| 461 | /// Local AABB relative to BatchInstance centre |
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| 462 | AxisAlignedBox mAABB; |
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| 463 | /// Local bounding radius |
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| 464 | Real mBoundingRadius; |
---|
| 465 | /// The current LOD level, as determined from the last camera |
---|
| 466 | ushort mCurrentLod; |
---|
| 467 | /// Current LOD value, passed on to do material LOD later |
---|
| 468 | Real mLodValue; |
---|
| 469 | /// Current camera, passed on to do material LOD later |
---|
| 470 | Camera *mCamera; |
---|
| 471 | /// Cached squared view depth value to avoid recalculation by GeometryBucket |
---|
| 472 | Real mSquaredViewDepth; |
---|
| 473 | protected: |
---|
| 474 | /// List of LOD buckets |
---|
| 475 | LODBucketList mLodBucketList; |
---|
| 476 | /// LOD strategy reference |
---|
| 477 | const LodStrategy *mLodStrategy; |
---|
| 478 | |
---|
| 479 | public: |
---|
| 480 | BatchInstance(InstancedGeometry* parent, const String& name, SceneManager* mgr, |
---|
| 481 | uint32 BatchInstanceID); |
---|
| 482 | virtual ~BatchInstance(); |
---|
| 483 | // more fields can be added in subclasses |
---|
| 484 | InstancedGeometry* getParent(void) const { return mParent;} |
---|
| 485 | /// Assign a queued mesh to this BatchInstance, read for final build |
---|
| 486 | void assign(QueuedSubMesh* qmesh); |
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| 487 | /// Build this BatchInstance |
---|
| 488 | void build(); |
---|
| 489 | /// Get the BatchInstance ID of this BatchInstance |
---|
| 490 | uint32 getID(void) const { return mBatchInstanceID; } |
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| 491 | /// Get the centre point of the BatchInstance |
---|
| 492 | // const Vector3& getCentre(void) const { return mCentre; } |
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| 493 | const String& getMovableType(void) const; |
---|
| 494 | void _notifyCurrentCamera(Camera* cam); |
---|
| 495 | const AxisAlignedBox& getBoundingBox(void) const; |
---|
| 496 | void setBoundingBox(AxisAlignedBox& box); |
---|
| 497 | Real getBoundingRadius(void) const; |
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| 498 | void _updateRenderQueue(RenderQueue* queue); |
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| 499 | bool isVisible(void) const; |
---|
| 500 | /// @copydoc MovableObject::visitRenderables |
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| 501 | void visitRenderables(Renderable::Visitor* visitor, |
---|
| 502 | bool debugRenderables = false); |
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| 503 | |
---|
| 504 | // uint32 getTypeFlags(void) const; |
---|
| 505 | |
---|
| 506 | typedef VectorIterator<LODBucketList> LODIterator; |
---|
| 507 | /// Get an iterator over the LODs in this BatchInstance |
---|
| 508 | LODIterator getLODIterator(void); |
---|
| 509 | /// Shared set of lights for all GeometryBuckets |
---|
| 510 | const LightList& getLights(void) const; |
---|
| 511 | |
---|
| 512 | /// update the bounding box of the BatchInstance according to the positions of the objects |
---|
| 513 | void updateBoundingBox(); |
---|
| 514 | |
---|
| 515 | /// Dump contents for diagnostics |
---|
| 516 | void dump(std::ofstream& of) const; |
---|
| 517 | /// fill in the list |
---|
| 518 | void updateContainers(LODBucket* bucket ); |
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| 519 | /// attach the BatchInstance to the scene |
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| 520 | void attachToScene(); |
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| 521 | void addInstancedObject(unsigned short index, InstancedObject* object); |
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| 522 | InstancedObject* isInstancedObjectPresent(unsigned short index); |
---|
| 523 | InstancedObjectIterator getObjectIterator(); |
---|
| 524 | SceneNode*getSceneNode(void){return mNode;} |
---|
| 525 | ObjectsMap& getInstancesMap(void){return mInstancesMap;} |
---|
| 526 | /// change the shader used to render the batch instance |
---|
| 527 | |
---|
| 528 | }; |
---|
| 529 | /** Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for |
---|
| 530 | each axis. |
---|
| 531 | */ |
---|
| 532 | typedef map<uint32, BatchInstance*>::type BatchInstanceMap; |
---|
| 533 | /** Simple vectors where are stored all the render operations of the Batch. |
---|
| 534 | This vector is used when we want to delete the batch, in order to delete only one time each |
---|
| 535 | render operation. |
---|
| 536 | |
---|
| 537 | */ |
---|
| 538 | typedef vector<RenderOperation*>::type RenderOperationVector; |
---|
| 539 | protected: |
---|
| 540 | // General state & settings |
---|
| 541 | SceneManager* mOwner; |
---|
| 542 | String mName; |
---|
| 543 | bool mBuilt; |
---|
| 544 | Real mUpperDistance; |
---|
| 545 | Real mSquaredUpperDistance; |
---|
| 546 | bool mCastShadows; |
---|
| 547 | Vector3 mBatchInstanceDimensions; |
---|
| 548 | Vector3 mHalfBatchInstanceDimensions; |
---|
| 549 | Vector3 mOrigin; |
---|
| 550 | bool mVisible; |
---|
| 551 | /// Flags to indicate whether the World Transform Inverse matrices are passed to the shaders |
---|
| 552 | bool mProvideWorldInverses; |
---|
| 553 | /// The render queue to use when rendering this object |
---|
| 554 | uint8 mRenderQueueID; |
---|
| 555 | /// Flags whether the RenderQueue's default should be used. |
---|
| 556 | bool mRenderQueueIDSet; |
---|
| 557 | /// number of objects in the batch |
---|
| 558 | unsigned int mObjectCount; |
---|
| 559 | QueuedSubMeshList mQueuedSubMeshes; |
---|
| 560 | BatchInstance*mInstancedGeometryInstance; |
---|
| 561 | /**this is just a pointer to the base skeleton that will be used for each animated object in the batches |
---|
| 562 | This pointer has a value only during the creation of the InstancedGeometry |
---|
| 563 | */ |
---|
| 564 | SkeletonPtr mBaseSkeleton; |
---|
| 565 | SkeletonInstance *mSkeletonInstance; |
---|
| 566 | /**This is the main animation state. All "objects" in the batch will use an instance of this animation |
---|
| 567 | state |
---|
| 568 | */ |
---|
| 569 | AnimationStateSet* mAnimationState; |
---|
| 570 | /// List of geometry which has been optimised for SubMesh use |
---|
| 571 | /// This is the primary storage used for cleaning up later |
---|
| 572 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; |
---|
| 573 | |
---|
| 574 | /** Cached links from SubMeshes to (potentially optimised) geometry |
---|
| 575 | This is not used for deletion since the lookup may reference |
---|
| 576 | original vertex data |
---|
| 577 | */ |
---|
| 578 | SubMeshGeometryLookup mSubMeshGeometryLookup; |
---|
| 579 | |
---|
| 580 | /// Map of BatchInstances |
---|
| 581 | BatchInstanceMap mBatchInstanceMap; |
---|
| 582 | /** This vector stores all the renderOperation used in the batch. |
---|
| 583 | See the type definition for more details. |
---|
| 584 | */ |
---|
| 585 | RenderOperationVector mRenderOps; |
---|
| 586 | /** Virtual method for getting a BatchInstance most suitable for the |
---|
| 587 | passed in bounds. Can be overridden by subclasses. |
---|
| 588 | */ |
---|
| 589 | virtual BatchInstance* getBatchInstance(const AxisAlignedBox& bounds, bool autoCreate); |
---|
| 590 | /** Get the BatchInstance within which a point lies */ |
---|
| 591 | virtual BatchInstance* getBatchInstance(const Vector3& point, bool autoCreate); |
---|
| 592 | /** Get the BatchInstance using indexes */ |
---|
| 593 | virtual BatchInstance* getBatchInstance(ushort x, ushort y, ushort z, bool autoCreate); |
---|
| 594 | /** Get the BatchInstance using a packed index, returns null if it doesn't exist. */ |
---|
| 595 | virtual BatchInstance* getBatchInstance(uint32 index); |
---|
| 596 | /** Get the BatchInstance indexes for a point. |
---|
| 597 | */ |
---|
| 598 | virtual void getBatchInstanceIndexes(const Vector3& point, |
---|
| 599 | ushort& x, ushort& y, ushort& z); |
---|
| 600 | /** get the first BatchInstance or create on if it does not exists. |
---|
| 601 | */ |
---|
| 602 | virtual BatchInstance* getInstancedGeometryInstance(void); |
---|
| 603 | /** Pack 3 indexes into a single index value |
---|
| 604 | */ |
---|
| 605 | virtual uint32 packIndex(ushort x, ushort y, ushort z); |
---|
| 606 | /** Get the volume intersection for an indexed BatchInstance with some bounds. |
---|
| 607 | */ |
---|
| 608 | virtual Real getVolumeIntersection(const AxisAlignedBox& box, |
---|
| 609 | ushort x, ushort y, ushort z); |
---|
| 610 | /** Get the bounds of an indexed BatchInstance. |
---|
| 611 | */ |
---|
| 612 | virtual AxisAlignedBox getBatchInstanceBounds(ushort x, ushort y, ushort z); |
---|
| 613 | /** Get the centre of an indexed BatchInstance. |
---|
| 614 | */ |
---|
| 615 | virtual Vector3 getBatchInstanceCentre(ushort x, ushort y, ushort z); |
---|
| 616 | /** Calculate world bounds from a set of vertex data. */ |
---|
| 617 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData, |
---|
| 618 | const Vector3& position, const Quaternion& orientation, |
---|
| 619 | const Vector3& scale); |
---|
| 620 | /** Look up or calculate the geometry data to use for this SubMesh */ |
---|
| 621 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); |
---|
| 622 | /** Split some shared geometry into dedicated geometry. */ |
---|
| 623 | void splitGeometry(VertexData* vd, IndexData* id, |
---|
| 624 | SubMeshLodGeometryLink* targetGeomLink); |
---|
| 625 | |
---|
| 626 | typedef map<size_t, size_t>::type IndexRemap; |
---|
| 627 | /** Method for figuring out which vertices are used by an index buffer |
---|
| 628 | and calculating a remap lookup for a vertex buffer just containing |
---|
| 629 | those vertices. |
---|
| 630 | */ |
---|
| 631 | template <typename T> |
---|
| 632 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) |
---|
| 633 | { |
---|
| 634 | remap.clear(); |
---|
| 635 | for (size_t i = 0; i < numIndexes; ++i) |
---|
| 636 | { |
---|
| 637 | // use insert since duplicates are silently discarded |
---|
| 638 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); |
---|
| 639 | // this will have mapped oldindex -> new index IF oldindex |
---|
| 640 | // wasn't already there |
---|
| 641 | } |
---|
| 642 | } |
---|
| 643 | /** Method for altering indexes based on a remap. */ |
---|
| 644 | template <typename T> |
---|
| 645 | void remapIndexes(T* src, T* dst, const IndexRemap& remap, |
---|
| 646 | size_t numIndexes) |
---|
| 647 | { |
---|
| 648 | for (size_t i = 0; i < numIndexes; ++i) |
---|
| 649 | { |
---|
| 650 | // look up original and map to target |
---|
| 651 | IndexRemap::const_iterator ix = remap.find(*src++); |
---|
| 652 | assert(ix != remap.end()); |
---|
| 653 | *dst++ = static_cast<T>(ix->second); |
---|
| 654 | } |
---|
| 655 | } |
---|
| 656 | |
---|
| 657 | public: |
---|
| 658 | /// Constructor; do not use directly (@see SceneManager::createInstancedGeometry) |
---|
| 659 | InstancedGeometry(SceneManager* owner, const String& name); |
---|
| 660 | /// Destructor |
---|
| 661 | virtual ~InstancedGeometry(); |
---|
| 662 | |
---|
| 663 | /// Get the name of this object |
---|
| 664 | const String& getName(void) const { return mName; } |
---|
| 665 | /** Adds an Entity to the static geometry. |
---|
| 666 | @remarks |
---|
| 667 | This method takes an existing Entity and adds its details to the |
---|
| 668 | list of elements to include when building. Note that the Entity |
---|
| 669 | itself is not copied or referenced in this method; an Entity is |
---|
| 670 | passed simply so that you can change the materials of attached |
---|
| 671 | SubEntity objects if you want. You can add the same Entity |
---|
| 672 | instance multiple times with different material settings |
---|
| 673 | completely safely, and destroy the Entity before destroying |
---|
| 674 | this InstancedGeometry if you like. The Entity passed in is simply |
---|
| 675 | used as a definition. |
---|
| 676 | @note Must be called before 'build'. |
---|
| 677 | @note All added entities must use the same LOD strategy. |
---|
| 678 | @param ent The Entity to use as a definition (the Mesh and Materials |
---|
| 679 | referenced will be recorded for the build call). |
---|
| 680 | @param position The world position at which to add this Entity |
---|
| 681 | @param orientation The world orientation at which to add this Entity |
---|
| 682 | @param scale The scale at which to add this entity |
---|
| 683 | */ |
---|
| 684 | virtual void addEntity(Entity* ent, const Vector3& position, |
---|
| 685 | const Quaternion& orientation = Quaternion::IDENTITY, |
---|
| 686 | const Vector3& scale = Vector3::UNIT_SCALE); |
---|
| 687 | |
---|
| 688 | /** Adds all the Entity objects attached to a SceneNode and all it's |
---|
| 689 | children to the static geometry. |
---|
| 690 | @remarks |
---|
| 691 | This method performs just like addEntity, except it adds all the |
---|
| 692 | entities attached to an entire sub-tree to the geometry. |
---|
| 693 | The position / orientation / scale parameters are taken from the |
---|
| 694 | node structure instead of being specified manually. |
---|
| 695 | @note |
---|
| 696 | The SceneNode you pass in will not be automatically detached from |
---|
| 697 | it's parent, so if you have this node already attached to the scene |
---|
| 698 | graph, you will need to remove it if you wish to avoid the overhead |
---|
| 699 | of rendering <i>both</i> the original objects and their new static |
---|
| 700 | versions! We don't do this for you incase you are preparing this |
---|
| 701 | in advance and so don't want the originals detached yet. |
---|
| 702 | @note Must be called before 'build'. |
---|
| 703 | @note All added entities must use the same LOD strategy. |
---|
| 704 | @param node Pointer to the node to use to provide a set of Entity |
---|
| 705 | templates |
---|
| 706 | */ |
---|
| 707 | virtual void addSceneNode(const SceneNode* node); |
---|
| 708 | |
---|
| 709 | /** Build the geometry. |
---|
| 710 | @remarks |
---|
| 711 | Based on all the entities which have been added, and the batching |
---|
| 712 | options which have been set, this method constructs the batched |
---|
| 713 | geometry structures required. The batches are added to the scene |
---|
| 714 | and will be rendered unless you specifically hide them. |
---|
| 715 | @note |
---|
| 716 | Once you have called this method, you can no longer add any more |
---|
| 717 | entities. |
---|
| 718 | */ |
---|
| 719 | virtual void build(void); |
---|
| 720 | /** Add a new batch instance |
---|
| 721 | @remarks |
---|
| 722 | This method add a new instance of the whole batch, by creating a new |
---|
| 723 | BatchInstance, containing new LOD buckets, material buckets and geometry buckets. |
---|
| 724 | The new geometry buckets will use the same buffers as the base bucket. |
---|
| 725 | @note |
---|
| 726 | no note |
---|
| 727 | */ |
---|
| 728 | void addBatchInstance(void); |
---|
| 729 | /** Destroys all the built geometry state (reverse of build). |
---|
| 730 | @remarks |
---|
| 731 | You can call build() again after this and it will pick up all the |
---|
| 732 | same entities / nodes you queued last time. |
---|
| 733 | */ |
---|
| 734 | virtual void destroy(void); |
---|
| 735 | |
---|
| 736 | /** Clears any of the entities / nodes added to this geometry and |
---|
| 737 | destroys anything which has already been built. |
---|
| 738 | */ |
---|
| 739 | virtual void reset(void); |
---|
| 740 | |
---|
| 741 | /** Sets the distance at which batches are no longer rendered. |
---|
| 742 | @remarks |
---|
| 743 | This lets you turn off batches at a given distance. This can be |
---|
| 744 | useful for things like detail meshes (grass, foliage etc) and could |
---|
| 745 | be combined with a shader which fades the geometry out beforehand |
---|
| 746 | to lessen the effect. |
---|
| 747 | @param dist Distance beyond which the batches will not be rendered |
---|
| 748 | (the default is 0, which means batches are always rendered). |
---|
| 749 | */ |
---|
| 750 | virtual void setRenderingDistance(Real dist) { |
---|
| 751 | mUpperDistance = dist; |
---|
| 752 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
---|
| 753 | } |
---|
| 754 | |
---|
| 755 | /** Gets the distance at which batches are no longer rendered. */ |
---|
| 756 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
---|
| 757 | |
---|
| 758 | /** Gets the squared distance at which batches are no longer rendered. */ |
---|
| 759 | virtual Real getSquaredRenderingDistance(void) const |
---|
| 760 | { return mSquaredUpperDistance; } |
---|
| 761 | |
---|
| 762 | /** Hides or shows all the batches. */ |
---|
| 763 | virtual void setVisible(bool visible); |
---|
| 764 | |
---|
| 765 | /** Are the batches visible? */ |
---|
| 766 | virtual bool isVisible(void) const { return mVisible; } |
---|
| 767 | |
---|
| 768 | /** Sets whether this geometry should cast shadows. |
---|
| 769 | @remarks |
---|
| 770 | No matter what the settings on the original entities, |
---|
| 771 | the InstancedGeometry class defaults to not casting shadows. |
---|
| 772 | This is because, being static, unless you have moving lights |
---|
| 773 | you'd be better to use precalculated shadows of some sort. |
---|
| 774 | However, if you need them, you can enable them using this |
---|
| 775 | method. If the SceneManager is set up to use stencil shadows, |
---|
| 776 | edge lists will be copied from the underlying meshes on build. |
---|
| 777 | It is essential that all meshes support stencil shadows in this |
---|
| 778 | case. |
---|
| 779 | @note If you intend to use stencil shadows, you must set this to |
---|
| 780 | true before calling 'build' as well as making sure you set the |
---|
| 781 | scene's shadow type (that should always be the first thing you do |
---|
| 782 | anyway). You can turn shadows off temporarily but they can never |
---|
| 783 | be turned on if they were not at the time of the build. |
---|
| 784 | */ |
---|
| 785 | virtual void setCastShadows(bool castShadows); |
---|
| 786 | /// Will the geometry from this object cast shadows? |
---|
| 787 | virtual bool getCastShadows(void) { return mCastShadows; } |
---|
| 788 | |
---|
| 789 | /** Sets the size of a single BatchInstance of geometry. |
---|
| 790 | @remarks |
---|
| 791 | This method allows you to configure the physical world size of |
---|
| 792 | each BatchInstance, so you can balance culling against batch size. Entities |
---|
| 793 | will be fitted within the batch they most closely fit, and the |
---|
| 794 | eventual bounds of each batch may well be slightly larger than this |
---|
| 795 | if they overlap a little. The default is Vector3(1000, 1000, 1000). |
---|
| 796 | @note Must be called before 'build'. |
---|
| 797 | @param size Vector3 expressing the 3D size of each BatchInstance. |
---|
| 798 | */ |
---|
| 799 | virtual void setBatchInstanceDimensions(const Vector3& size) { |
---|
| 800 | mBatchInstanceDimensions = size; |
---|
| 801 | mHalfBatchInstanceDimensions = size * 0.5; |
---|
| 802 | } |
---|
| 803 | /** Gets the size of a single batch of geometry. */ |
---|
| 804 | virtual const Vector3& getBatchInstanceDimensions(void) const { return mBatchInstanceDimensions; } |
---|
| 805 | /** Sets the origin of the geometry. |
---|
| 806 | @remarks |
---|
| 807 | This method allows you to configure the world centre of the geometry, |
---|
| 808 | thus the place which all BatchInstances surround. You probably don't need |
---|
| 809 | to mess with this unless you have a seriously large world, since the |
---|
| 810 | default set up can handle an area 1024 * mBatchInstanceDimensions, and |
---|
| 811 | the sparseness of population is no issue when it comes to rendering. |
---|
| 812 | The default is Vector3(0,0,0). |
---|
| 813 | @note Must be called before 'build'. |
---|
| 814 | @param origin Vector3 expressing the 3D origin of the geometry. |
---|
| 815 | */ |
---|
| 816 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } |
---|
| 817 | /** Gets the origin of this geometry. */ |
---|
| 818 | virtual const Vector3& getOrigin(void) const { return mOrigin; } |
---|
| 819 | |
---|
| 820 | /** Sets the render queue group this object will be rendered through. |
---|
| 821 | @remarks |
---|
| 822 | Render queues are grouped to allow you to more tightly control the ordering |
---|
| 823 | of rendered objects. If you do not call this method, all objects default |
---|
| 824 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for |
---|
| 825 | most objects. You may want to alter this if you want to perform more complex |
---|
| 826 | rendering. |
---|
| 827 | @par |
---|
| 828 | See RenderQueue for more details. |
---|
| 829 | @param queueID Enumerated value of the queue group to use. |
---|
| 830 | */ |
---|
| 831 | virtual void setRenderQueueGroup(uint8 queueID); |
---|
| 832 | |
---|
| 833 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
---|
| 834 | virtual uint8 getRenderQueueGroup(void) const; |
---|
| 835 | /// Iterator for iterating over contained BatchInstances |
---|
| 836 | typedef MapIterator<BatchInstanceMap> BatchInstanceIterator; |
---|
| 837 | /// Get an iterator over the BatchInstances in this geometry |
---|
| 838 | BatchInstanceIterator getBatchInstanceIterator(void); |
---|
| 839 | /// get the mRenderOps vector. |
---|
| 840 | RenderOperationVector& getRenderOperationVector(){return mRenderOps;} |
---|
| 841 | /// @copydoc MovableObject::visitRenderables |
---|
| 842 | void visitRenderables(Renderable::Visitor* visitor, |
---|
| 843 | bool debugRenderables = false); |
---|
| 844 | |
---|
| 845 | /** Dump the contents of this InstancedGeometry to a file for diagnostic |
---|
| 846 | purposes. |
---|
| 847 | */ |
---|
| 848 | virtual void dump(const String& filename) const; |
---|
| 849 | /** |
---|
| 850 | @remarks |
---|
| 851 | Return the skeletonInstance that will be used |
---|
| 852 | */ |
---|
| 853 | SkeletonInstance *getBaseSkeletonInstance(void){return mSkeletonInstance;} |
---|
| 854 | /** |
---|
| 855 | @remarks |
---|
| 856 | Return the skeleton that is shared by all instanced objects. |
---|
| 857 | */ |
---|
| 858 | SkeletonPtr getBaseSkeleton(void){return mBaseSkeleton;} |
---|
| 859 | /** |
---|
| 860 | @remarks |
---|
| 861 | Return the animation state that will be cloned each time an InstancedObject is made |
---|
| 862 | */ |
---|
| 863 | AnimationStateSet* getBaseAnimationState(void){return mAnimationState;} |
---|
| 864 | /** |
---|
| 865 | @remarks |
---|
| 866 | return the total number of object that are in all the batches |
---|
| 867 | */ |
---|
| 868 | unsigned int getObjectCount(void){return mObjectCount;} |
---|
| 869 | |
---|
| 870 | /** |
---|
| 871 | @remarks |
---|
| 872 | Allows World Transform Inverse matrices to be passed as shader constants along with the world |
---|
| 873 | transform matrix list. Reduces the number of usable geometries in an instance to 40 instead of 80. |
---|
| 874 | The inverse matrices are interleaved with the world matrices at n+1. |
---|
| 875 | */ |
---|
| 876 | virtual void setProvideWorldInverses(bool flag); |
---|
| 877 | |
---|
| 878 | /** |
---|
| 879 | @remarks |
---|
| 880 | Returns the toggle state indicating whether the World Transform INVERSE matrices would |
---|
| 881 | be passed to the shaders. |
---|
| 882 | */ |
---|
| 883 | virtual bool getProvideWorldInverses(void) const { return mProvideWorldInverses; } |
---|
| 884 | }; |
---|
| 885 | |
---|
| 886 | /** @} */ |
---|
| 887 | /** @} */ |
---|
| 888 | } |
---|
| 889 | |
---|
| 890 | #include "OgreHeaderSuffix.h" |
---|
| 891 | |
---|
| 892 | #endif |
---|
| 893 | |
---|