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 __StaticGeometry_H__ |
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29 | #define __StaticGeometry_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 "OgreRenderable.h" |
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34 | #include "OgreMesh.h" |
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35 | #include "OgreLodStrategy.h" |
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36 | #include "OgreHeaderPrefix.h" |
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37 | |
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38 | namespace Ogre { |
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39 | |
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40 | /** \addtogroup Core |
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41 | * @{ |
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42 | */ |
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43 | /** \addtogroup Scene |
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44 | * @{ |
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45 | */ |
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46 | /** Pre-transforms and batches up meshes for efficient use as static |
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47 | geometry in a scene. |
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48 | @remarks |
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49 | Modern graphics cards (GPUs) prefer to receive geometry in large |
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50 | batches. It is orders of magnitude faster to render 10 batches |
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51 | of 10,000 triangles than it is to render 10,000 batches of 10 |
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52 | triangles, even though both result in the same number of on-screen |
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53 | triangles. |
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54 | @par |
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55 | Therefore it is important when you are rendering a lot of geometry to |
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56 | batch things up into as few rendering calls as possible. This |
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57 | class allows you to build a batched object from a series of entities |
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58 | in order to benefit from this behaviour. |
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59 | Batching has implications of it's own though: |
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60 | @li Batched geometry cannot be subdivided; that means that the whole |
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61 | group will be displayed, or none of it will. This obivously has |
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62 | culling issues. |
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63 | @li A single world transform must apply to the entire batch. Therefore |
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64 | once you have batched things, you can't move them around relative to |
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65 | each other. That's why this class is most useful when dealing with |
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66 | static geometry (hence the name). In addition, geometry is |
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67 | effectively duplicated, so if you add 3 entities based on the same |
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68 | mesh in different positions, they will use 3 times the geometry |
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69 | space than the movable version (which re-uses the same geometry). |
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70 | So you trade memory and flexibility of movement for pure speed when |
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71 | using this class. |
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72 | @li A single material must apply for each batch. In fact this class |
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73 | allows you to use multiple materials, but you should be aware that |
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74 | internally this means that there is one batch per material. |
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75 | Therefore you won't gain as much benefit from the batching if you |
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76 | use many different materials; try to keep the number down. |
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77 | @par |
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78 | In order to retain some sort of culling, this class will batch up |
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79 | meshes in localised regions. The size and shape of these blocks is |
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80 | controlled by the SceneManager which constructs this object, since it |
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81 | makes sense to batch things up in the most appropriate way given the |
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82 | existing partitioning of the scene. |
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83 | @par |
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84 | The LOD settings of both the Mesh and the Materials used in |
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85 | constructing this static geometry will be respected. This means that |
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86 | if you use meshes/materials which have LOD, batches in the distance |
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87 | will have a lower polygon count or material detail to those in the |
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88 | foreground. Since each mesh might have different LOD distances, during |
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89 | build the furthest distance at each LOD level from all meshes |
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90 | in that region is used. This means all the LOD levels change at the |
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91 | same time, but at the furthest distance of any of them (so quality is |
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92 | not degraded). Be aware that using Mesh LOD in this class will |
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93 | further increase the memory required. Only generated LOD |
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94 | is supported for meshes. |
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95 | @par |
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96 | There are 2 ways you can add geometry to this class; you can add |
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97 | Entity objects directly with predetermined positions, scales and |
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98 | orientations, or you can add an entire SceneNode and it's subtree, |
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99 | including all the objects attached to it. Once you've added everything |
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100 | you need to, you have to call build() the fix the geometry in place. |
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101 | @note |
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102 | This class is not a replacement for world geometry (@see |
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103 | SceneManager::setWorldGeometry). The single most efficient way to |
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104 | render large amounts of static geometry is to use a SceneManager which |
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105 | is specialised for dealing with that particular world structure. |
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106 | However, this class does provide you with a good 'halfway house' |
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107 | between generalised movable geometry (Entity) which works with all |
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108 | SceneManagers but isn't efficient when using very large numbers, and |
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109 | highly specialised world geometry which is extremely fast but not |
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110 | generic and typically requires custom world editors. |
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111 | @par |
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112 | You should not construct instances of this class directly; instead, cal |
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113 | SceneManager::createStaticGeometry, which gives the SceneManager the |
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114 | option of providing you with a specialised version of this class if it |
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115 | wishes, and also handles the memory management for you like other |
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116 | classes. |
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117 | @note |
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118 | Warning: this class only works with indexed triangle lists at the moment, |
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119 | do not pass it triangle strips, fans or lines / points, or unindexed geometry. |
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120 | */ |
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121 | class _OgreExport StaticGeometry : public BatchedGeometryAlloc |
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122 | { |
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123 | public: |
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124 | /** Struct holding geometry optimised per SubMesh / LOD level, ready |
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125 | for copying to instances. |
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126 | @remarks |
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127 | Since we're going to be duplicating geometry lots of times, it's |
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128 | far more important that we don't have redundant vertex data. If a |
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129 | SubMesh uses shared geometry, or we're looking at a lower LOD, not |
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130 | all the vertices are being referenced by faces on that submesh. |
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131 | Therefore to duplicate them, potentially hundreds or even thousands |
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132 | of times, would be extremely wasteful. Therefore, if a SubMesh at |
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133 | a given LOD has wastage, we create an optimised version of it's |
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134 | geometry which is ready for copying with no wastage. |
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135 | */ |
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136 | class _OgrePrivate OptimisedSubMeshGeometry : public BatchedGeometryAlloc |
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137 | { |
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138 | public: |
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139 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} |
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140 | ~OptimisedSubMeshGeometry() |
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141 | { |
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142 | OGRE_DELETE vertexData; |
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143 | OGRE_DELETE indexData; |
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144 | } |
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145 | VertexData *vertexData; |
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146 | IndexData *indexData; |
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147 | }; |
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148 | typedef list<OptimisedSubMeshGeometry*>::type OptimisedSubMeshGeometryList; |
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149 | /// Saved link between SubMesh at a LOD and vertex/index data |
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150 | /// May point to original or optimised geometry |
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151 | struct SubMeshLodGeometryLink |
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152 | { |
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153 | VertexData* vertexData; |
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154 | IndexData* indexData; |
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155 | }; |
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156 | typedef vector<SubMeshLodGeometryLink>::type SubMeshLodGeometryLinkList; |
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157 | typedef map<SubMesh*, SubMeshLodGeometryLinkList*>::type SubMeshGeometryLookup; |
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158 | /// Structure recording a queued submesh for the build |
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159 | struct QueuedSubMesh : public BatchedGeometryAlloc |
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160 | { |
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161 | SubMesh* submesh; |
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162 | /// Link to LOD list of geometry, potentially optimised |
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163 | SubMeshLodGeometryLinkList* geometryLodList; |
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164 | String materialName; |
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165 | Vector3 position; |
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166 | Quaternion orientation; |
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167 | Vector3 scale; |
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168 | /// Pre-transformed world AABB |
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169 | AxisAlignedBox worldBounds; |
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170 | }; |
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171 | typedef vector<QueuedSubMesh*>::type QueuedSubMeshList; |
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172 | /// Structure recording a queued geometry for low level builds |
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173 | struct QueuedGeometry : public BatchedGeometryAlloc |
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174 | { |
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175 | SubMeshLodGeometryLink* geometry; |
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176 | Vector3 position; |
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177 | Quaternion orientation; |
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178 | Vector3 scale; |
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179 | }; |
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180 | typedef vector<QueuedGeometry*>::type QueuedGeometryList; |
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181 | |
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182 | // forward declarations |
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183 | class LODBucket; |
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184 | class MaterialBucket; |
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185 | class Region; |
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186 | |
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187 | /** A GeometryBucket is a the lowest level bucket where geometry with |
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188 | the same vertex & index format is stored. It also acts as the |
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189 | renderable. |
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190 | */ |
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191 | class _OgreExport GeometryBucket : public Renderable, public BatchedGeometryAlloc |
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192 | { |
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193 | protected: |
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194 | /// Geometry which has been queued up pre-build (not for deallocation) |
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195 | QueuedGeometryList mQueuedGeometry; |
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196 | /// Pointer to parent bucket |
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197 | MaterialBucket* mParent; |
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198 | /// String identifying the vertex / index format |
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199 | String mFormatString; |
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200 | /// Vertex information, includes current number of vertices |
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201 | /// committed to be a part of this bucket |
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202 | VertexData* mVertexData; |
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203 | /// Index information, includes index type which limits the max |
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204 | /// number of vertices which are allowed in one bucket |
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205 | IndexData* mIndexData; |
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206 | /// Size of indexes |
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207 | HardwareIndexBuffer::IndexType mIndexType; |
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208 | /// Maximum vertex indexable |
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209 | size_t mMaxVertexIndex; |
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210 | |
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211 | template<typename T> |
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212 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) |
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213 | { |
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214 | if (indexOffset == 0) |
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215 | { |
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216 | memcpy(dst, src, sizeof(T) * count); |
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217 | } |
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218 | else |
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219 | { |
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220 | while(count--) |
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221 | { |
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222 | *dst++ = static_cast<T>(*src++ + indexOffset); |
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223 | } |
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224 | } |
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225 | } |
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226 | public: |
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227 | GeometryBucket(MaterialBucket* parent, const String& formatString, |
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228 | const VertexData* vData, const IndexData* iData); |
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229 | virtual ~GeometryBucket(); |
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230 | MaterialBucket* getParent(void) { return mParent; } |
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231 | /// Get the vertex data for this geometry |
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232 | const VertexData* getVertexData(void) const { return mVertexData; } |
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233 | /// Get the index data for this geometry |
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234 | const IndexData* getIndexData(void) const { return mIndexData; } |
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235 | /// @copydoc Renderable::getMaterial |
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236 | const MaterialPtr& getMaterial(void) const; |
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237 | Technique* getTechnique(void) const; |
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238 | void getRenderOperation(RenderOperation& op); |
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239 | void getWorldTransforms(Matrix4* xform) const; |
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240 | Real getSquaredViewDepth(const Camera* cam) const; |
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241 | const LightList& getLights(void) const; |
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242 | bool getCastsShadows(void) const; |
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243 | |
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244 | /** Try to assign geometry to this bucket. |
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245 | @return false if there is no room left in this bucket |
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246 | */ |
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247 | bool assign(QueuedGeometry* qsm); |
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248 | /// Build |
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249 | void build(bool stencilShadows); |
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250 | /// Dump contents for diagnostics |
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251 | void dump(std::ofstream& of) const; |
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252 | }; |
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253 | /** A MaterialBucket is a collection of smaller buckets with the same |
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254 | Material (and implicitly the same LOD). */ |
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255 | class _OgreExport MaterialBucket : public BatchedGeometryAlloc |
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256 | { |
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257 | public: |
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258 | /// list of Geometry Buckets in this region |
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259 | typedef vector<GeometryBucket*>::type GeometryBucketList; |
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260 | protected: |
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261 | /// Pointer to parent LODBucket |
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262 | LODBucket* mParent; |
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263 | /// Material being used |
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264 | String mMaterialName; |
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265 | /// Pointer to material being used |
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266 | MaterialPtr mMaterial; |
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267 | /// Active technique |
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268 | Technique* mTechnique; |
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269 | |
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270 | /// list of Geometry Buckets in this region |
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271 | GeometryBucketList mGeometryBucketList; |
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272 | // index to current Geometry Buckets for a given geometry format |
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273 | typedef map<String, GeometryBucket*>::type CurrentGeometryMap; |
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274 | CurrentGeometryMap mCurrentGeometryMap; |
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275 | /// Get a packed string identifying the geometry format |
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276 | String getGeometryFormatString(SubMeshLodGeometryLink* geom); |
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277 | |
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278 | public: |
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279 | MaterialBucket(LODBucket* parent, const String& materialName); |
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280 | virtual ~MaterialBucket(); |
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281 | LODBucket* getParent(void) { return mParent; } |
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282 | /// Get the material name |
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283 | const String& getMaterialName(void) const { return mMaterialName; } |
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284 | /// Assign geometry to this bucket |
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285 | void assign(QueuedGeometry* qsm); |
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286 | /// Build |
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287 | void build(bool stencilShadows); |
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288 | /// Add children to the render queue |
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289 | void addRenderables(RenderQueue* queue, uint8 group, |
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290 | Real lodValue); |
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291 | /// Get the material for this bucket |
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292 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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293 | /// Iterator over geometry |
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294 | typedef VectorIterator<GeometryBucketList> GeometryIterator; |
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295 | /// Get an iterator over the contained geometry |
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296 | GeometryIterator getGeometryIterator(void); |
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297 | /// Get the current Technique |
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298 | Technique* getCurrentTechnique(void) const { return mTechnique; } |
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299 | /// Dump contents for diagnostics |
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300 | void dump(std::ofstream& of) const; |
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301 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
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302 | }; |
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303 | /** A LODBucket is a collection of smaller buckets with the same LOD. |
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304 | @remarks |
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305 | LOD refers to Mesh LOD here. Material LOD can change separately |
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306 | at the next bucket down from this. |
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307 | */ |
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308 | class _OgreExport LODBucket : public BatchedGeometryAlloc |
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309 | { |
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310 | public: |
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311 | /// Lookup of Material Buckets in this region |
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312 | typedef map<String, MaterialBucket*>::type MaterialBucketMap; |
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313 | protected: |
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314 | /** Nested class to allow shadows. */ |
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315 | class _OgreExport LODShadowRenderable : public ShadowRenderable |
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316 | { |
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317 | protected: |
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318 | LODBucket* mParent; |
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319 | // Shared link to position buffer |
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320 | HardwareVertexBufferSharedPtr mPositionBuffer; |
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321 | // Shared link to w-coord buffer (optional) |
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322 | HardwareVertexBufferSharedPtr mWBuffer; |
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323 | |
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324 | public: |
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325 | LODShadowRenderable(LODBucket* parent, |
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326 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
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327 | bool createSeparateLightCap, bool isLightCap = false); |
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328 | ~LODShadowRenderable(); |
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329 | /// Overridden from ShadowRenderable |
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330 | void getWorldTransforms(Matrix4* xform) const; |
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331 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } |
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332 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } |
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333 | /// Overridden from ShadowRenderable |
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334 | virtual void rebindIndexBuffer(const HardwareIndexBufferSharedPtr& indexBuffer); |
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335 | |
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336 | }; |
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337 | /// Pointer to parent region |
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338 | Region* mParent; |
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339 | /// LOD level (0 == full LOD) |
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340 | unsigned short mLod; |
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341 | /// LOD value at which this LOD starts to apply (squared) |
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342 | Real mLodValue; |
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343 | /// Lookup of Material Buckets in this region |
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344 | MaterialBucketMap mMaterialBucketMap; |
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345 | /// Geometry queued for a single LOD (deallocated here) |
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346 | QueuedGeometryList mQueuedGeometryList; |
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347 | /// Edge list, used if stencil shadow casting is enabled |
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348 | EdgeData* mEdgeList; |
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349 | /// Is a vertex program in use somewhere in this group? |
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350 | bool mVertexProgramInUse; |
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351 | /// List of shadow renderables |
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352 | ShadowCaster::ShadowRenderableList mShadowRenderables; |
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353 | public: |
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354 | LODBucket(Region* parent, unsigned short lod, Real lodValue); |
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355 | virtual ~LODBucket(); |
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356 | Region* getParent(void) { return mParent; } |
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357 | /// Get the LOD index |
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358 | ushort getLod(void) const { return mLod; } |
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359 | /// Get the LOD value |
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360 | Real getLodValue(void) const { return mLodValue; } |
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361 | /// Assign a queued submesh to this bucket, using specified mesh LOD |
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362 | void assign(QueuedSubMesh* qsm, ushort atLod); |
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363 | /// Build |
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364 | void build(bool stencilShadows); |
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365 | /// Add children to the render queue |
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366 | void addRenderables(RenderQueue* queue, uint8 group, |
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367 | Real lodValue); |
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368 | /// Iterator over the materials in this LOD |
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369 | typedef MapIterator<MaterialBucketMap> MaterialIterator; |
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370 | /// Get an iterator over the materials in this LOD |
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371 | MaterialIterator getMaterialIterator(void); |
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372 | /// Dump contents for diagnostics |
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373 | void dump(std::ofstream& of) const; |
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374 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
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375 | EdgeData* getEdgeList() const { return mEdgeList; } |
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376 | ShadowCaster::ShadowRenderableList& getShadowRenderableList() { return mShadowRenderables; } |
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377 | bool isVertexProgramInUse() const { return mVertexProgramInUse; } |
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378 | void updateShadowRenderables( |
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379 | ShadowTechnique shadowTechnique, const Vector4& lightPos, |
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380 | HardwareIndexBufferSharedPtr* indexBuffer, |
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381 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
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382 | |
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383 | }; |
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384 | /** The details of a topological region which is the highest level of |
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385 | partitioning for this class. |
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386 | @remarks |
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387 | The size & shape of regions entirely depends on the SceneManager |
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388 | specific implementation. It is a MovableObject since it will be |
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389 | attached to a node based on the local centre - in practice it |
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390 | won't actually move (although in theory it could). |
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391 | */ |
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392 | class _OgreExport Region : public MovableObject |
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393 | { |
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394 | friend class MaterialBucket; |
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395 | friend class GeometryBucket; |
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396 | public: |
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397 | /// list of LOD Buckets in this region |
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398 | typedef vector<LODBucket*>::type LODBucketList; |
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399 | protected: |
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400 | /// Parent static geometry |
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401 | StaticGeometry* mParent; |
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402 | /// Scene manager link |
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403 | SceneManager* mSceneMgr; |
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404 | /// Scene node |
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405 | SceneNode* mNode; |
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406 | /// Local list of queued meshes (not used for deallocation) |
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407 | QueuedSubMeshList mQueuedSubMeshes; |
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408 | /// Unique identifier for the region |
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409 | uint32 mRegionID; |
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410 | /// Center of the region |
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411 | Vector3 mCentre; |
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412 | /// LOD values as built up - use the max at each level |
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413 | Mesh::LodValueList mLodValues; |
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414 | /// Local AABB relative to region centre |
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415 | AxisAlignedBox mAABB; |
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416 | /// Local bounding radius |
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417 | Real mBoundingRadius; |
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418 | /// The current LOD level, as determined from the last camera |
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419 | ushort mCurrentLod; |
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420 | /// Current LOD value, passed on to do material LOD later |
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421 | Real mLodValue; |
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422 | /// List of LOD buckets |
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423 | LODBucketList mLodBucketList; |
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424 | /// List of lights for this region |
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425 | mutable LightList mLightList; |
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426 | /// The last frame that this light list was updated in |
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427 | mutable ulong mLightListUpdated; |
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428 | /// LOD strategy reference |
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429 | const LodStrategy *mLodStrategy; |
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430 | /// Current camera |
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431 | Camera *mCamera; |
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432 | /// Cached squared view depth value to avoid recalculation by GeometryBucket |
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433 | Real mSquaredViewDepth; |
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434 | |
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435 | public: |
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436 | Region(StaticGeometry* parent, const String& name, SceneManager* mgr, |
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437 | uint32 regionID, const Vector3& centre); |
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438 | virtual ~Region(); |
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439 | // more fields can be added in subclasses |
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440 | StaticGeometry* getParent(void) const { return mParent;} |
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441 | /// Assign a queued mesh to this region, read for final build |
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442 | void assign(QueuedSubMesh* qmesh); |
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443 | /// Build this region |
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444 | void build(bool stencilShadows); |
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445 | /// Get the region ID of this region |
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446 | uint32 getID(void) const { return mRegionID; } |
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447 | /// Get the centre point of the region |
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448 | const Vector3& getCentre(void) const { return mCentre; } |
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449 | const String& getMovableType(void) const; |
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450 | void _notifyCurrentCamera(Camera* cam); |
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451 | const AxisAlignedBox& getBoundingBox(void) const; |
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452 | Real getBoundingRadius(void) const; |
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453 | void _updateRenderQueue(RenderQueue* queue); |
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454 | /// @copydoc MovableObject::visitRenderables |
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455 | void visitRenderables(Renderable::Visitor* visitor, |
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456 | bool debugRenderables = false); |
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457 | bool isVisible(void) const; |
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458 | uint32 getTypeFlags(void) const; |
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459 | |
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460 | typedef VectorIterator<LODBucketList> LODIterator; |
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461 | /// Get an iterator over the LODs in this region |
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462 | LODIterator getLODIterator(void); |
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463 | /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator |
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464 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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465 | ShadowTechnique shadowTechnique, const Light* light, |
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466 | HardwareIndexBufferSharedPtr* indexBuffer, size_t* indexBufferUsedSize, |
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467 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
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468 | /// Overridden from MovableObject |
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469 | EdgeData* getEdgeList(void); |
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470 | /** Overridden member from ShadowCaster. */ |
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471 | bool hasEdgeList(void); |
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472 | |
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473 | /// Dump contents for diagnostics |
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474 | void dump(std::ofstream& of) const; |
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475 | |
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476 | }; |
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477 | /** Indexed region map based on packed x/y/z region index, 10 bits for |
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478 | each axis. |
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479 | @remarks |
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480 | Regions are indexed 0-1023 in all axes, where for example region |
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481 | 0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512), |
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482 | and region 1023 ends at mOrigin + (mRegionDimensions.x * 512). |
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483 | */ |
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484 | typedef map<uint32, Region*>::type RegionMap; |
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485 | protected: |
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486 | // General state & settings |
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487 | SceneManager* mOwner; |
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488 | String mName; |
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489 | bool mBuilt; |
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490 | Real mUpperDistance; |
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491 | Real mSquaredUpperDistance; |
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492 | bool mCastShadows; |
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493 | Vector3 mRegionDimensions; |
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494 | Vector3 mHalfRegionDimensions; |
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495 | Vector3 mOrigin; |
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496 | bool mVisible; |
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497 | /// The render queue to use when rendering this object |
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498 | uint8 mRenderQueueID; |
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499 | /// Flags whether the RenderQueue's default should be used. |
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500 | bool mRenderQueueIDSet; |
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501 | /// Stores the visibility flags for the regions |
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502 | uint32 mVisibilityFlags; |
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503 | |
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504 | QueuedSubMeshList mQueuedSubMeshes; |
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505 | |
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506 | /// List of geometry which has been optimised for SubMesh use |
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507 | /// This is the primary storage used for cleaning up later |
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508 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; |
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509 | |
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510 | /** Cached links from SubMeshes to (potentially optimised) geometry |
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511 | This is not used for deletion since the lookup may reference |
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512 | original vertex data |
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513 | */ |
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514 | SubMeshGeometryLookup mSubMeshGeometryLookup; |
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515 | |
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516 | /// Map of regions |
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517 | RegionMap mRegionMap; |
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518 | |
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519 | /** Virtual method for getting a region most suitable for the |
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520 | passed in bounds. Can be overridden by subclasses. |
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521 | */ |
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522 | virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate); |
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523 | /** Get the region within which a point lies */ |
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524 | virtual Region* getRegion(const Vector3& point, bool autoCreate); |
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525 | /** Get the region using indexes */ |
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526 | virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate); |
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527 | /** Get the region using a packed index, returns null if it doesn't exist. */ |
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528 | virtual Region* getRegion(uint32 index); |
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529 | /** Get the region indexes for a point. |
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530 | */ |
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531 | virtual void getRegionIndexes(const Vector3& point, |
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532 | ushort& x, ushort& y, ushort& z); |
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533 | /** Pack 3 indexes into a single index value |
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534 | */ |
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535 | virtual uint32 packIndex(ushort x, ushort y, ushort z); |
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536 | /** Get the volume intersection for an indexed region with some bounds. |
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537 | */ |
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538 | virtual Real getVolumeIntersection(const AxisAlignedBox& box, |
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539 | ushort x, ushort y, ushort z); |
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540 | /** Get the bounds of an indexed region. |
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541 | */ |
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542 | virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z); |
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543 | /** Get the centre of an indexed region. |
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544 | */ |
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545 | virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z); |
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546 | /** Calculate world bounds from a set of vertex data. */ |
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547 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData, |
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548 | const Vector3& position, const Quaternion& orientation, |
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549 | const Vector3& scale); |
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550 | /** Look up or calculate the geometry data to use for this SubMesh */ |
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551 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); |
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552 | /** Split some shared geometry into dedicated geometry. */ |
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553 | void splitGeometry(VertexData* vd, IndexData* id, |
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554 | SubMeshLodGeometryLink* targetGeomLink); |
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555 | |
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556 | typedef map<size_t, size_t>::type IndexRemap; |
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557 | /** Method for figuring out which vertices are used by an index buffer |
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558 | and calculating a remap lookup for a vertex buffer just containing |
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559 | those vertices. |
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560 | */ |
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561 | template <typename T> |
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562 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) |
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563 | { |
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564 | remap.clear(); |
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565 | for (size_t i = 0; i < numIndexes; ++i) |
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566 | { |
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567 | // use insert since duplicates are silently discarded |
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568 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); |
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569 | // this will have mapped oldindex -> new index IF oldindex |
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570 | // wasn't already there |
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571 | } |
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572 | } |
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573 | /** Method for altering indexes based on a remap. */ |
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574 | template <typename T> |
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575 | void remapIndexes(T* src, T* dst, const IndexRemap& remap, |
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576 | size_t numIndexes) |
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577 | { |
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578 | for (size_t i = 0; i < numIndexes; ++i) |
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579 | { |
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580 | // look up original and map to target |
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581 | IndexRemap::const_iterator ix = remap.find(*src++); |
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582 | assert(ix != remap.end()); |
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583 | *dst++ = static_cast<T>(ix->second); |
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584 | } |
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585 | } |
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586 | |
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587 | public: |
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588 | /// Constructor; do not use directly (@see SceneManager::createStaticGeometry) |
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589 | StaticGeometry(SceneManager* owner, const String& name); |
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590 | /// Destructor |
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591 | virtual ~StaticGeometry(); |
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592 | |
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593 | /// Get the name of this object |
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594 | const String& getName(void) const { return mName; } |
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595 | /** Adds an Entity to the static geometry. |
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596 | @remarks |
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597 | This method takes an existing Entity and adds its details to the |
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598 | list of elements to include when building. Note that the Entity |
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599 | itself is not copied or referenced in this method; an Entity is |
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600 | passed simply so that you can change the materials of attached |
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601 | SubEntity objects if you want. You can add the same Entity |
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602 | instance multiple times with different material settings |
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603 | completely safely, and destroy the Entity before destroying |
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604 | this StaticGeometry if you like. The Entity passed in is simply |
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605 | used as a definition. |
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606 | @note Must be called before 'build'. |
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607 | @param ent The Entity to use as a definition (the Mesh and Materials |
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608 | referenced will be recorded for the build call). |
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609 | @param position The world position at which to add this Entity |
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610 | @param orientation The world orientation at which to add this Entity |
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611 | @param scale The scale at which to add this entity |
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612 | */ |
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613 | virtual void addEntity(Entity* ent, const Vector3& position, |
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614 | const Quaternion& orientation = Quaternion::IDENTITY, |
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615 | const Vector3& scale = Vector3::UNIT_SCALE); |
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616 | |
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617 | /** Adds all the Entity objects attached to a SceneNode and all it's |
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618 | children to the static geometry. |
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619 | @remarks |
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620 | This method performs just like addEntity, except it adds all the |
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621 | entities attached to an entire sub-tree to the geometry. |
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622 | The position / orientation / scale parameters are taken from the |
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623 | node structure instead of being specified manually. |
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624 | @note |
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625 | The SceneNode you pass in will not be automatically detached from |
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626 | it's parent, so if you have this node already attached to the scene |
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627 | graph, you will need to remove it if you wish to avoid the overhead |
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628 | of rendering <i>both</i> the original objects and their new static |
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629 | versions! We don't do this for you incase you are preparing this |
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630 | in advance and so don't want the originals detached yet. |
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631 | @note Must be called before 'build'. |
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632 | @param node Pointer to the node to use to provide a set of Entity |
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633 | templates |
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634 | */ |
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635 | virtual void addSceneNode(const SceneNode* node); |
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636 | |
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637 | /** Build the geometry. |
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638 | @remarks |
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639 | Based on all the entities which have been added, and the batching |
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640 | options which have been set, this method constructs the batched |
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641 | geometry structures required. The batches are added to the scene |
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642 | and will be rendered unless you specifically hide them. |
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643 | @note |
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644 | Once you have called this method, you can no longer add any more |
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645 | entities. |
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646 | */ |
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647 | virtual void build(void); |
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648 | |
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649 | /** Destroys all the built geometry state (reverse of build). |
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650 | @remarks |
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651 | You can call build() again after this and it will pick up all the |
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652 | same entities / nodes you queued last time. |
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653 | */ |
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654 | virtual void destroy(void); |
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655 | |
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656 | /** Clears any of the entities / nodes added to this geometry and |
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657 | destroys anything which has already been built. |
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658 | */ |
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659 | virtual void reset(void); |
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660 | |
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661 | /** Sets the distance at which batches are no longer rendered. |
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662 | @remarks |
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663 | This lets you turn off batches at a given distance. This can be |
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664 | useful for things like detail meshes (grass, foliage etc) and could |
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665 | be combined with a shader which fades the geometry out beforehand |
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666 | to lessen the effect. |
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667 | @param dist Distance beyond which the batches will not be rendered |
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668 | (the default is 0, which means batches are always rendered). |
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669 | */ |
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670 | virtual void setRenderingDistance(Real dist) { |
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671 | mUpperDistance = dist; |
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672 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
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673 | } |
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674 | |
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675 | /** Gets the distance at which batches are no longer rendered. */ |
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676 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
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677 | |
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678 | /** Gets the squared distance at which batches are no longer rendered. */ |
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679 | virtual Real getSquaredRenderingDistance(void) const |
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680 | { return mSquaredUpperDistance; } |
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681 | |
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682 | /** Hides or shows all the batches. */ |
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683 | virtual void setVisible(bool visible); |
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684 | |
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685 | /** Are the batches visible? */ |
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686 | virtual bool isVisible(void) const { return mVisible; } |
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687 | |
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688 | /** Sets whether this geometry should cast shadows. |
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689 | @remarks |
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690 | No matter what the settings on the original entities, |
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691 | the StaticGeometry class defaults to not casting shadows. |
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692 | This is because, being static, unless you have moving lights |
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693 | you'd be better to use precalculated shadows of some sort. |
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694 | However, if you need them, you can enable them using this |
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695 | method. If the SceneManager is set up to use stencil shadows, |
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696 | edge lists will be copied from the underlying meshes on build. |
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697 | It is essential that all meshes support stencil shadows in this |
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698 | case. |
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699 | @note If you intend to use stencil shadows, you must set this to |
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700 | true before calling 'build' as well as making sure you set the |
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701 | scene's shadow type (that should always be the first thing you do |
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702 | anyway). You can turn shadows off temporarily but they can never |
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703 | be turned on if they were not at the time of the build. |
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704 | */ |
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705 | virtual void setCastShadows(bool castShadows); |
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706 | /// Will the geometry from this object cast shadows? |
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707 | virtual bool getCastShadows(void) { return mCastShadows; } |
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708 | |
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709 | /** Sets the size of a single region of geometry. |
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710 | @remarks |
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711 | This method allows you to configure the physical world size of |
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712 | each region, so you can balance culling against batch size. Entities |
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713 | will be fitted within the batch they most closely fit, and the |
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714 | eventual bounds of each batch may well be slightly larger than this |
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715 | if they overlap a little. The default is Vector3(1000, 1000, 1000). |
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716 | @note Must be called before 'build'. |
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717 | @param size Vector3 expressing the 3D size of each region. |
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718 | */ |
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719 | virtual void setRegionDimensions(const Vector3& size) { |
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720 | mRegionDimensions = size; |
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721 | mHalfRegionDimensions = size * 0.5; |
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722 | } |
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723 | /** Gets the size of a single batch of geometry. */ |
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724 | virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; } |
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725 | /** Sets the origin of the geometry. |
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726 | @remarks |
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727 | This method allows you to configure the world centre of the geometry, |
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728 | thus the place which all regions surround. You probably don't need |
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729 | to mess with this unless you have a seriously large world, since the |
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730 | default set up can handle an area 1024 * mRegionDimensions, and |
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731 | the sparseness of population is no issue when it comes to rendering. |
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732 | The default is Vector3(0,0,0). |
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733 | @note Must be called before 'build'. |
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734 | @param origin Vector3 expressing the 3D origin of the geometry. |
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735 | */ |
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736 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } |
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737 | /** Gets the origin of this geometry. */ |
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738 | virtual const Vector3& getOrigin(void) const { return mOrigin; } |
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739 | |
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740 | /// Sets the visibility flags of all the regions at once |
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741 | void setVisibilityFlags(uint32 flags); |
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742 | /// Returns the visibility flags of the regions |
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743 | uint32 getVisibilityFlags() const; |
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744 | |
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745 | /** Sets the render queue group this object will be rendered through. |
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746 | @remarks |
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747 | Render queues are grouped to allow you to more tightly control the ordering |
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748 | of rendered objects. If you do not call this method, all objects default |
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749 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for |
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750 | most objects. You may want to alter this if you want to perform more complex |
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751 | rendering. |
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752 | @par |
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753 | See RenderQueue for more details. |
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754 | @param queueID Enumerated value of the queue group to use. |
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755 | */ |
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756 | virtual void setRenderQueueGroup(uint8 queueID); |
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757 | |
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758 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
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759 | virtual uint8 getRenderQueueGroup(void) const; |
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760 | /// @copydoc MovableObject::visitRenderables |
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761 | void visitRenderables(Renderable::Visitor* visitor, |
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762 | bool debugRenderables = false); |
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763 | |
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764 | /// Iterator for iterating over contained regions |
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765 | typedef MapIterator<RegionMap> RegionIterator; |
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766 | /// Get an iterator over the regions in this geometry |
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767 | RegionIterator getRegionIterator(void); |
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768 | |
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769 | /** Dump the contents of this StaticGeometry to a file for diagnostic |
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770 | purposes. |
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771 | */ |
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772 | virtual void dump(const String& filename) const; |
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773 | |
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774 | |
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775 | }; |
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776 | /** @} */ |
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777 | /** @} */ |
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778 | |
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779 | } |
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780 | |
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781 | #include "OgreHeaderSuffix.h" |
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782 | |
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783 | #endif |
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784 | |
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