[148] | 1 | /* |
---|
| 2 | ----------------------------------------------------------------------------- |
---|
| 3 | This source file is part of OGRE |
---|
| 4 | (Object-oriented Graphics Rendering Engine) |
---|
| 5 | For the latest info, see http://www.ogre3d.org/ |
---|
| 6 | |
---|
| 7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
---|
| 8 | |
---|
| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
---|
| 10 | of this software and associated documentation files (the "Software"), to deal |
---|
| 11 | in the Software without restriction, including without limitation the rights |
---|
| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
---|
| 13 | copies of the Software, and to permit persons to whom the Software is |
---|
| 14 | furnished to do so, subject to the following conditions: |
---|
| 15 | |
---|
| 16 | The above copyright notice and this permission notice shall be included in |
---|
| 17 | all copies or substantial portions of the Software. |
---|
| 18 | |
---|
| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
---|
| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
---|
| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
---|
| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
---|
| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
---|
| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
---|
| 25 | THE SOFTWARE. |
---|
| 26 | ----------------------------------------------------------------------------- |
---|
| 27 | */ |
---|
| 28 | #ifndef __StaticGeometry_H__ |
---|
| 29 | #define __StaticGeometry_H__ |
---|
| 30 | |
---|
| 31 | #include "OgrePrerequisites.h" |
---|
| 32 | #include "OgreMovableObject.h" |
---|
| 33 | #include "OgreRenderable.h" |
---|
| 34 | #include "OgreMesh.h" |
---|
| 35 | #include "OgreLodStrategy.h" |
---|
| 36 | #include "OgreHeaderPrefix.h" |
---|
| 37 | |
---|
| 38 | namespace Ogre { |
---|
| 39 | |
---|
| 40 | /** \addtogroup Core |
---|
| 41 | * @{ |
---|
| 42 | */ |
---|
| 43 | /** \addtogroup Scene |
---|
| 44 | * @{ |
---|
| 45 | */ |
---|
| 46 | /** Pre-transforms and batches up meshes for efficient use as static |
---|
| 47 | geometry in a scene. |
---|
| 48 | @remarks |
---|
| 49 | Modern graphics cards (GPUs) prefer to receive geometry in large |
---|
| 50 | batches. It is orders of magnitude faster to render 10 batches |
---|
| 51 | of 10,000 triangles than it is to render 10,000 batches of 10 |
---|
| 52 | triangles, even though both result in the same number of on-screen |
---|
| 53 | triangles. |
---|
| 54 | @par |
---|
| 55 | Therefore it is important when you are rendering a lot of geometry to |
---|
| 56 | batch things up into as few rendering calls as possible. This |
---|
| 57 | class allows you to build a batched object from a series of entities |
---|
| 58 | in order to benefit from this behaviour. |
---|
| 59 | Batching has implications of it's own though: |
---|
| 60 | @li Batched geometry cannot be subdivided; that means that the whole |
---|
| 61 | group will be displayed, or none of it will. This obivously has |
---|
| 62 | culling issues. |
---|
| 63 | @li A single world transform must apply to the entire batch. Therefore |
---|
| 64 | once you have batched things, you can't move them around relative to |
---|
| 65 | each other. That's why this class is most useful when dealing with |
---|
| 66 | static geometry (hence the name). In addition, geometry is |
---|
| 67 | effectively duplicated, so if you add 3 entities based on the same |
---|
| 68 | mesh in different positions, they will use 3 times the geometry |
---|
| 69 | space than the movable version (which re-uses the same geometry). |
---|
| 70 | So you trade memory and flexibility of movement for pure speed when |
---|
| 71 | using this class. |
---|
| 72 | @li A single material must apply for each batch. In fact this class |
---|
| 73 | allows you to use multiple materials, but you should be aware that |
---|
| 74 | internally this means that there is one batch per material. |
---|
| 75 | Therefore you won't gain as much benefit from the batching if you |
---|
| 76 | use many different materials; try to keep the number down. |
---|
| 77 | @par |
---|
| 78 | In order to retain some sort of culling, this class will batch up |
---|
| 79 | meshes in localised regions. The size and shape of these blocks is |
---|
| 80 | controlled by the SceneManager which constructs this object, since it |
---|
| 81 | makes sense to batch things up in the most appropriate way given the |
---|
| 82 | existing partitioning of the scene. |
---|
| 83 | @par |
---|
| 84 | The LOD settings of both the Mesh and the Materials used in |
---|
| 85 | constructing this static geometry will be respected. This means that |
---|
| 86 | if you use meshes/materials which have LOD, batches in the distance |
---|
| 87 | will have a lower polygon count or material detail to those in the |
---|
| 88 | foreground. Since each mesh might have different LOD distances, during |
---|
| 89 | build the furthest distance at each LOD level from all meshes |
---|
| 90 | in that region is used. This means all the LOD levels change at the |
---|
| 91 | same time, but at the furthest distance of any of them (so quality is |
---|
| 92 | not degraded). Be aware that using Mesh LOD in this class will |
---|
| 93 | further increase the memory required. Only generated LOD |
---|
| 94 | is supported for meshes. |
---|
| 95 | @par |
---|
| 96 | There are 2 ways you can add geometry to this class; you can add |
---|
| 97 | Entity objects directly with predetermined positions, scales and |
---|
| 98 | orientations, or you can add an entire SceneNode and it's subtree, |
---|
| 99 | including all the objects attached to it. Once you've added everything |
---|
| 100 | you need to, you have to call build() the fix the geometry in place. |
---|
| 101 | @note |
---|
| 102 | This class is not a replacement for world geometry (@see |
---|
| 103 | SceneManager::setWorldGeometry). The single most efficient way to |
---|
| 104 | render large amounts of static geometry is to use a SceneManager which |
---|
| 105 | is specialised for dealing with that particular world structure. |
---|
| 106 | However, this class does provide you with a good 'halfway house' |
---|
| 107 | between generalised movable geometry (Entity) which works with all |
---|
| 108 | SceneManagers but isn't efficient when using very large numbers, and |
---|
| 109 | highly specialised world geometry which is extremely fast but not |
---|
| 110 | generic and typically requires custom world editors. |
---|
| 111 | @par |
---|
| 112 | You should not construct instances of this class directly; instead, cal |
---|
| 113 | SceneManager::createStaticGeometry, which gives the SceneManager the |
---|
| 114 | option of providing you with a specialised version of this class if it |
---|
| 115 | wishes, and also handles the memory management for you like other |
---|
| 116 | classes. |
---|
| 117 | @note |
---|
| 118 | Warning: this class only works with indexed triangle lists at the moment, |
---|
| 119 | do not pass it triangle strips, fans or lines / points, or unindexed geometry. |
---|
| 120 | */ |
---|
| 121 | class _OgreExport StaticGeometry : public BatchedGeometryAlloc |
---|
| 122 | { |
---|
| 123 | public: |
---|
| 124 | /** Struct holding geometry optimised per SubMesh / LOD level, ready |
---|
| 125 | for copying to instances. |
---|
| 126 | @remarks |
---|
| 127 | Since we're going to be duplicating geometry lots of times, it's |
---|
| 128 | far more important that we don't have redundant vertex data. If a |
---|
| 129 | SubMesh uses shared geometry, or we're looking at a lower LOD, not |
---|
| 130 | all the vertices are being referenced by faces on that submesh. |
---|
| 131 | Therefore to duplicate them, potentially hundreds or even thousands |
---|
| 132 | of times, would be extremely wasteful. Therefore, if a SubMesh at |
---|
| 133 | a given LOD has wastage, we create an optimised version of it's |
---|
| 134 | geometry which is ready for copying with no wastage. |
---|
| 135 | */ |
---|
| 136 | class _OgrePrivate OptimisedSubMeshGeometry : public BatchedGeometryAlloc |
---|
| 137 | { |
---|
| 138 | public: |
---|
| 139 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} |
---|
| 140 | ~OptimisedSubMeshGeometry() |
---|
| 141 | { |
---|
| 142 | OGRE_DELETE vertexData; |
---|
| 143 | OGRE_DELETE indexData; |
---|
| 144 | } |
---|
| 145 | VertexData *vertexData; |
---|
| 146 | IndexData *indexData; |
---|
| 147 | }; |
---|
| 148 | typedef list<OptimisedSubMeshGeometry*>::type OptimisedSubMeshGeometryList; |
---|
| 149 | /// Saved link between SubMesh at a LOD and vertex/index data |
---|
| 150 | /// May point to original or optimised geometry |
---|
| 151 | struct SubMeshLodGeometryLink |
---|
| 152 | { |
---|
| 153 | VertexData* vertexData; |
---|
| 154 | IndexData* indexData; |
---|
| 155 | }; |
---|
| 156 | typedef vector<SubMeshLodGeometryLink>::type SubMeshLodGeometryLinkList; |
---|
| 157 | typedef map<SubMesh*, SubMeshLodGeometryLinkList*>::type SubMeshGeometryLookup; |
---|
| 158 | /// Structure recording a queued submesh for the build |
---|
| 159 | struct QueuedSubMesh : public BatchedGeometryAlloc |
---|
| 160 | { |
---|
| 161 | SubMesh* submesh; |
---|
| 162 | /// Link to LOD list of geometry, potentially optimised |
---|
| 163 | SubMeshLodGeometryLinkList* geometryLodList; |
---|
| 164 | String materialName; |
---|
| 165 | Vector3 position; |
---|
| 166 | Quaternion orientation; |
---|
| 167 | Vector3 scale; |
---|
| 168 | /// Pre-transformed world AABB |
---|
| 169 | AxisAlignedBox worldBounds; |
---|
| 170 | }; |
---|
| 171 | typedef vector<QueuedSubMesh*>::type QueuedSubMeshList; |
---|
| 172 | /// Structure recording a queued geometry for low level builds |
---|
| 173 | struct QueuedGeometry : public BatchedGeometryAlloc |
---|
| 174 | { |
---|
| 175 | SubMeshLodGeometryLink* geometry; |
---|
| 176 | Vector3 position; |
---|
| 177 | Quaternion orientation; |
---|
| 178 | Vector3 scale; |
---|
| 179 | }; |
---|
| 180 | typedef vector<QueuedGeometry*>::type QueuedGeometryList; |
---|
| 181 | |
---|
| 182 | // forward declarations |
---|
| 183 | class LODBucket; |
---|
| 184 | class MaterialBucket; |
---|
| 185 | class Region; |
---|
| 186 | |
---|
| 187 | /** A GeometryBucket is a the lowest level bucket where geometry with |
---|
| 188 | the same vertex & index format is stored. It also acts as the |
---|
| 189 | renderable. |
---|
| 190 | */ |
---|
| 191 | class _OgreExport GeometryBucket : public Renderable, public BatchedGeometryAlloc |
---|
| 192 | { |
---|
| 193 | protected: |
---|
| 194 | /// Geometry which has been queued up pre-build (not for deallocation) |
---|
| 195 | QueuedGeometryList mQueuedGeometry; |
---|
| 196 | /// Pointer to parent bucket |
---|
| 197 | MaterialBucket* mParent; |
---|
| 198 | /// String identifying the vertex / index format |
---|
| 199 | String mFormatString; |
---|
| 200 | /// Vertex information, includes current number of vertices |
---|
| 201 | /// committed to be a part of this bucket |
---|
| 202 | VertexData* mVertexData; |
---|
| 203 | /// Index information, includes index type which limits the max |
---|
| 204 | /// number of vertices which are allowed in one bucket |
---|
| 205 | IndexData* mIndexData; |
---|
| 206 | /// Size of indexes |
---|
| 207 | HardwareIndexBuffer::IndexType mIndexType; |
---|
| 208 | /// Maximum vertex indexable |
---|
| 209 | size_t mMaxVertexIndex; |
---|
| 210 | |
---|
| 211 | template<typename T> |
---|
| 212 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) |
---|
| 213 | { |
---|
| 214 | if (indexOffset == 0) |
---|
| 215 | { |
---|
| 216 | memcpy(dst, src, sizeof(T) * count); |
---|
| 217 | } |
---|
| 218 | else |
---|
| 219 | { |
---|
| 220 | while(count--) |
---|
| 221 | { |
---|
| 222 | *dst++ = static_cast<T>(*src++ + indexOffset); |
---|
| 223 | } |
---|
| 224 | } |
---|
| 225 | } |
---|
| 226 | public: |
---|
| 227 | GeometryBucket(MaterialBucket* parent, const String& formatString, |
---|
| 228 | const VertexData* vData, const IndexData* iData); |
---|
| 229 | virtual ~GeometryBucket(); |
---|
| 230 | MaterialBucket* getParent(void) { return mParent; } |
---|
| 231 | /// Get the vertex data for this geometry |
---|
| 232 | const VertexData* getVertexData(void) const { return mVertexData; } |
---|
| 233 | /// Get the index data for this geometry |
---|
| 234 | const IndexData* getIndexData(void) const { return mIndexData; } |
---|
| 235 | /// @copydoc Renderable::getMaterial |
---|
| 236 | const MaterialPtr& getMaterial(void) const; |
---|
| 237 | Technique* getTechnique(void) const; |
---|
| 238 | void getRenderOperation(RenderOperation& op); |
---|
| 239 | void getWorldTransforms(Matrix4* xform) const; |
---|
| 240 | Real getSquaredViewDepth(const Camera* cam) const; |
---|
| 241 | const LightList& getLights(void) const; |
---|
| 242 | bool getCastsShadows(void) const; |
---|
| 243 | |
---|
| 244 | /** Try to assign geometry to this bucket. |
---|
| 245 | @return false if there is no room left in this bucket |
---|
| 246 | */ |
---|
| 247 | bool assign(QueuedGeometry* qsm); |
---|
| 248 | /// Build |
---|
| 249 | void build(bool stencilShadows); |
---|
| 250 | /// Dump contents for diagnostics |
---|
| 251 | void dump(std::ofstream& of) const; |
---|
| 252 | }; |
---|
| 253 | /** A MaterialBucket is a collection of smaller buckets with the same |
---|
| 254 | Material (and implicitly the same LOD). */ |
---|
| 255 | class _OgreExport MaterialBucket : public BatchedGeometryAlloc |
---|
| 256 | { |
---|
| 257 | public: |
---|
| 258 | /// list of Geometry Buckets in this region |
---|
| 259 | typedef vector<GeometryBucket*>::type GeometryBucketList; |
---|
| 260 | protected: |
---|
| 261 | /// Pointer to parent LODBucket |
---|
| 262 | LODBucket* mParent; |
---|
| 263 | /// Material being used |
---|
| 264 | String mMaterialName; |
---|
| 265 | /// Pointer to material being used |
---|
| 266 | MaterialPtr mMaterial; |
---|
| 267 | /// Active technique |
---|
| 268 | Technique* mTechnique; |
---|
| 269 | |
---|
| 270 | /// list of Geometry Buckets in this region |
---|
| 271 | GeometryBucketList mGeometryBucketList; |
---|
| 272 | // index to current Geometry Buckets for a given geometry format |
---|
| 273 | typedef map<String, GeometryBucket*>::type CurrentGeometryMap; |
---|
| 274 | CurrentGeometryMap mCurrentGeometryMap; |
---|
| 275 | /// Get a packed string identifying the geometry format |
---|
| 276 | String getGeometryFormatString(SubMeshLodGeometryLink* geom); |
---|
| 277 | |
---|
| 278 | public: |
---|
| 279 | MaterialBucket(LODBucket* parent, const String& materialName); |
---|
| 280 | virtual ~MaterialBucket(); |
---|
| 281 | LODBucket* getParent(void) { return mParent; } |
---|
| 282 | /// Get the material name |
---|
| 283 | const String& getMaterialName(void) const { return mMaterialName; } |
---|
| 284 | /// Assign geometry to this bucket |
---|
| 285 | void assign(QueuedGeometry* qsm); |
---|
| 286 | /// Build |
---|
| 287 | void build(bool stencilShadows); |
---|
| 288 | /// Add children to the render queue |
---|
| 289 | void addRenderables(RenderQueue* queue, uint8 group, |
---|
| 290 | Real lodValue); |
---|
| 291 | /// Get the material for this bucket |
---|
| 292 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
---|
| 293 | /// Iterator over geometry |
---|
| 294 | typedef VectorIterator<GeometryBucketList> GeometryIterator; |
---|
| 295 | /// Get an iterator over the contained geometry |
---|
| 296 | GeometryIterator getGeometryIterator(void); |
---|
| 297 | /// Get the current Technique |
---|
| 298 | Technique* getCurrentTechnique(void) const { return mTechnique; } |
---|
| 299 | /// Dump contents for diagnostics |
---|
| 300 | void dump(std::ofstream& of) const; |
---|
| 301 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
---|
| 302 | }; |
---|
| 303 | /** A LODBucket is a collection of smaller buckets with the same LOD. |
---|
| 304 | @remarks |
---|
| 305 | LOD refers to Mesh LOD here. Material LOD can change separately |
---|
| 306 | at the next bucket down from this. |
---|
| 307 | */ |
---|
| 308 | class _OgreExport LODBucket : public BatchedGeometryAlloc |
---|
| 309 | { |
---|
| 310 | public: |
---|
| 311 | /// Lookup of Material Buckets in this region |
---|
| 312 | typedef map<String, MaterialBucket*>::type MaterialBucketMap; |
---|
| 313 | protected: |
---|
| 314 | /** Nested class to allow shadows. */ |
---|
| 315 | class _OgreExport LODShadowRenderable : public ShadowRenderable |
---|
| 316 | { |
---|
| 317 | protected: |
---|
| 318 | LODBucket* mParent; |
---|
| 319 | // Shared link to position buffer |
---|
| 320 | HardwareVertexBufferSharedPtr mPositionBuffer; |
---|
| 321 | // Shared link to w-coord buffer (optional) |
---|
| 322 | HardwareVertexBufferSharedPtr mWBuffer; |
---|
| 323 | |
---|
| 324 | public: |
---|
| 325 | LODShadowRenderable(LODBucket* parent, |
---|
| 326 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, |
---|
| 327 | bool createSeparateLightCap, bool isLightCap = false); |
---|
| 328 | ~LODShadowRenderable(); |
---|
| 329 | /// Overridden from ShadowRenderable |
---|
| 330 | void getWorldTransforms(Matrix4* xform) const; |
---|
| 331 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } |
---|
| 332 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } |
---|
| 333 | /// Overridden from ShadowRenderable |
---|
| 334 | virtual void rebindIndexBuffer(const HardwareIndexBufferSharedPtr& indexBuffer); |
---|
| 335 | |
---|
| 336 | }; |
---|
| 337 | /// Pointer to parent region |
---|
| 338 | Region* mParent; |
---|
| 339 | /// LOD level (0 == full LOD) |
---|
| 340 | unsigned short mLod; |
---|
| 341 | /// LOD value at which this LOD starts to apply (squared) |
---|
| 342 | Real mLodValue; |
---|
| 343 | /// Lookup of Material Buckets in this region |
---|
| 344 | MaterialBucketMap mMaterialBucketMap; |
---|
| 345 | /// Geometry queued for a single LOD (deallocated here) |
---|
| 346 | QueuedGeometryList mQueuedGeometryList; |
---|
| 347 | /// Edge list, used if stencil shadow casting is enabled |
---|
| 348 | EdgeData* mEdgeList; |
---|
| 349 | /// Is a vertex program in use somewhere in this group? |
---|
| 350 | bool mVertexProgramInUse; |
---|
| 351 | /// List of shadow renderables |
---|
| 352 | ShadowCaster::ShadowRenderableList mShadowRenderables; |
---|
| 353 | public: |
---|
| 354 | LODBucket(Region* parent, unsigned short lod, Real lodValue); |
---|
| 355 | virtual ~LODBucket(); |
---|
| 356 | Region* getParent(void) { return mParent; } |
---|
| 357 | /// Get the LOD index |
---|
| 358 | ushort getLod(void) const { return mLod; } |
---|
| 359 | /// Get the LOD value |
---|
| 360 | Real getLodValue(void) const { return mLodValue; } |
---|
| 361 | /// Assign a queued submesh to this bucket, using specified mesh LOD |
---|
| 362 | void assign(QueuedSubMesh* qsm, ushort atLod); |
---|
| 363 | /// Build |
---|
| 364 | void build(bool stencilShadows); |
---|
| 365 | /// Add children to the render queue |
---|
| 366 | void addRenderables(RenderQueue* queue, uint8 group, |
---|
| 367 | Real lodValue); |
---|
| 368 | /// Iterator over the materials in this LOD |
---|
| 369 | typedef MapIterator<MaterialBucketMap> MaterialIterator; |
---|
| 370 | /// Get an iterator over the materials in this LOD |
---|
| 371 | MaterialIterator getMaterialIterator(void); |
---|
| 372 | /// Dump contents for diagnostics |
---|
| 373 | void dump(std::ofstream& of) const; |
---|
| 374 | void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); |
---|
| 375 | EdgeData* getEdgeList() const { return mEdgeList; } |
---|
| 376 | ShadowCaster::ShadowRenderableList& getShadowRenderableList() { return mShadowRenderables; } |
---|
| 377 | bool isVertexProgramInUse() const { return mVertexProgramInUse; } |
---|
| 378 | void updateShadowRenderables( |
---|
| 379 | ShadowTechnique shadowTechnique, const Vector4& lightPos, |
---|
| 380 | HardwareIndexBufferSharedPtr* indexBuffer, |
---|
| 381 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
---|
| 382 | |
---|
| 383 | }; |
---|
| 384 | /** The details of a topological region which is the highest level of |
---|
| 385 | partitioning for this class. |
---|
| 386 | @remarks |
---|
| 387 | The size & shape of regions entirely depends on the SceneManager |
---|
| 388 | specific implementation. It is a MovableObject since it will be |
---|
| 389 | attached to a node based on the local centre - in practice it |
---|
| 390 | won't actually move (although in theory it could). |
---|
| 391 | */ |
---|
| 392 | class _OgreExport Region : public MovableObject |
---|
| 393 | { |
---|
| 394 | friend class MaterialBucket; |
---|
| 395 | friend class GeometryBucket; |
---|
| 396 | public: |
---|
| 397 | /// list of LOD Buckets in this region |
---|
| 398 | typedef vector<LODBucket*>::type LODBucketList; |
---|
| 399 | protected: |
---|
| 400 | /// Parent static geometry |
---|
| 401 | StaticGeometry* mParent; |
---|
| 402 | /// Scene manager link |
---|
| 403 | SceneManager* mSceneMgr; |
---|
| 404 | /// Scene node |
---|
| 405 | SceneNode* mNode; |
---|
| 406 | /// Local list of queued meshes (not used for deallocation) |
---|
| 407 | QueuedSubMeshList mQueuedSubMeshes; |
---|
| 408 | /// Unique identifier for the region |
---|
| 409 | uint32 mRegionID; |
---|
| 410 | /// Center of the region |
---|
| 411 | Vector3 mCentre; |
---|
| 412 | /// LOD values as built up - use the max at each level |
---|
| 413 | Mesh::LodValueList mLodValues; |
---|
| 414 | /// Local AABB relative to region centre |
---|
| 415 | AxisAlignedBox mAABB; |
---|
| 416 | /// Local bounding radius |
---|
| 417 | Real mBoundingRadius; |
---|
| 418 | /// The current LOD level, as determined from the last camera |
---|
| 419 | ushort mCurrentLod; |
---|
| 420 | /// Current LOD value, passed on to do material LOD later |
---|
| 421 | Real mLodValue; |
---|
| 422 | /// List of LOD buckets |
---|
| 423 | LODBucketList mLodBucketList; |
---|
| 424 | /// List of lights for this region |
---|
| 425 | mutable LightList mLightList; |
---|
| 426 | /// The last frame that this light list was updated in |
---|
| 427 | mutable ulong mLightListUpdated; |
---|
| 428 | /// LOD strategy reference |
---|
| 429 | const LodStrategy *mLodStrategy; |
---|
| 430 | /// Current camera |
---|
| 431 | Camera *mCamera; |
---|
| 432 | /// Cached squared view depth value to avoid recalculation by GeometryBucket |
---|
| 433 | Real mSquaredViewDepth; |
---|
| 434 | |
---|
| 435 | public: |
---|
| 436 | Region(StaticGeometry* parent, const String& name, SceneManager* mgr, |
---|
| 437 | uint32 regionID, const Vector3& centre); |
---|
| 438 | virtual ~Region(); |
---|
| 439 | // more fields can be added in subclasses |
---|
| 440 | StaticGeometry* getParent(void) const { return mParent;} |
---|
| 441 | /// Assign a queued mesh to this region, read for final build |
---|
| 442 | void assign(QueuedSubMesh* qmesh); |
---|
| 443 | /// Build this region |
---|
| 444 | void build(bool stencilShadows); |
---|
| 445 | /// Get the region ID of this region |
---|
| 446 | uint32 getID(void) const { return mRegionID; } |
---|
| 447 | /// Get the centre point of the region |
---|
| 448 | const Vector3& getCentre(void) const { return mCentre; } |
---|
| 449 | const String& getMovableType(void) const; |
---|
| 450 | void _notifyCurrentCamera(Camera* cam); |
---|
| 451 | const AxisAlignedBox& getBoundingBox(void) const; |
---|
| 452 | Real getBoundingRadius(void) const; |
---|
| 453 | void _updateRenderQueue(RenderQueue* queue); |
---|
| 454 | /// @copydoc MovableObject::visitRenderables |
---|
| 455 | void visitRenderables(Renderable::Visitor* visitor, |
---|
| 456 | bool debugRenderables = false); |
---|
| 457 | bool isVisible(void) const; |
---|
| 458 | uint32 getTypeFlags(void) const; |
---|
| 459 | |
---|
| 460 | typedef VectorIterator<LODBucketList> LODIterator; |
---|
| 461 | /// Get an iterator over the LODs in this region |
---|
| 462 | LODIterator getLODIterator(void); |
---|
| 463 | /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator |
---|
| 464 | ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
---|
| 465 | ShadowTechnique shadowTechnique, const Light* light, |
---|
| 466 | HardwareIndexBufferSharedPtr* indexBuffer, size_t* indexBufferUsedSize, |
---|
| 467 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); |
---|
| 468 | /// Overridden from MovableObject |
---|
| 469 | EdgeData* getEdgeList(void); |
---|
| 470 | /** Overridden member from ShadowCaster. */ |
---|
| 471 | bool hasEdgeList(void); |
---|
| 472 | |
---|
| 473 | /// Dump contents for diagnostics |
---|
| 474 | void dump(std::ofstream& of) const; |
---|
| 475 | |
---|
| 476 | }; |
---|
| 477 | /** Indexed region map based on packed x/y/z region index, 10 bits for |
---|
| 478 | each axis. |
---|
| 479 | @remarks |
---|
| 480 | Regions are indexed 0-1023 in all axes, where for example region |
---|
| 481 | 0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512), |
---|
| 482 | and region 1023 ends at mOrigin + (mRegionDimensions.x * 512). |
---|
| 483 | */ |
---|
| 484 | typedef map<uint32, Region*>::type RegionMap; |
---|
| 485 | protected: |
---|
| 486 | // General state & settings |
---|
| 487 | SceneManager* mOwner; |
---|
| 488 | String mName; |
---|
| 489 | bool mBuilt; |
---|
| 490 | Real mUpperDistance; |
---|
| 491 | Real mSquaredUpperDistance; |
---|
| 492 | bool mCastShadows; |
---|
| 493 | Vector3 mRegionDimensions; |
---|
| 494 | Vector3 mHalfRegionDimensions; |
---|
| 495 | Vector3 mOrigin; |
---|
| 496 | bool mVisible; |
---|
| 497 | /// The render queue to use when rendering this object |
---|
| 498 | uint8 mRenderQueueID; |
---|
| 499 | /// Flags whether the RenderQueue's default should be used. |
---|
| 500 | bool mRenderQueueIDSet; |
---|
| 501 | /// Stores the visibility flags for the regions |
---|
| 502 | uint32 mVisibilityFlags; |
---|
| 503 | |
---|
| 504 | QueuedSubMeshList mQueuedSubMeshes; |
---|
| 505 | |
---|
| 506 | /// List of geometry which has been optimised for SubMesh use |
---|
| 507 | /// This is the primary storage used for cleaning up later |
---|
| 508 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; |
---|
| 509 | |
---|
| 510 | /** Cached links from SubMeshes to (potentially optimised) geometry |
---|
| 511 | This is not used for deletion since the lookup may reference |
---|
| 512 | original vertex data |
---|
| 513 | */ |
---|
| 514 | SubMeshGeometryLookup mSubMeshGeometryLookup; |
---|
| 515 | |
---|
| 516 | /// Map of regions |
---|
| 517 | RegionMap mRegionMap; |
---|
| 518 | |
---|
| 519 | /** Virtual method for getting a region most suitable for the |
---|
| 520 | passed in bounds. Can be overridden by subclasses. |
---|
| 521 | */ |
---|
| 522 | virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate); |
---|
| 523 | /** Get the region within which a point lies */ |
---|
| 524 | virtual Region* getRegion(const Vector3& point, bool autoCreate); |
---|
| 525 | /** Get the region using indexes */ |
---|
| 526 | virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate); |
---|
| 527 | /** Get the region using a packed index, returns null if it doesn't exist. */ |
---|
| 528 | virtual Region* getRegion(uint32 index); |
---|
| 529 | /** Get the region indexes for a point. |
---|
| 530 | */ |
---|
| 531 | virtual void getRegionIndexes(const Vector3& point, |
---|
| 532 | ushort& x, ushort& y, ushort& z); |
---|
| 533 | /** Pack 3 indexes into a single index value |
---|
| 534 | */ |
---|
| 535 | virtual uint32 packIndex(ushort x, ushort y, ushort z); |
---|
| 536 | /** Get the volume intersection for an indexed region with some bounds. |
---|
| 537 | */ |
---|
| 538 | virtual Real getVolumeIntersection(const AxisAlignedBox& box, |
---|
| 539 | ushort x, ushort y, ushort z); |
---|
| 540 | /** Get the bounds of an indexed region. |
---|
| 541 | */ |
---|
| 542 | virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z); |
---|
| 543 | /** Get the centre of an indexed region. |
---|
| 544 | */ |
---|
| 545 | virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z); |
---|
| 546 | /** Calculate world bounds from a set of vertex data. */ |
---|
| 547 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData, |
---|
| 548 | const Vector3& position, const Quaternion& orientation, |
---|
| 549 | const Vector3& scale); |
---|
| 550 | /** Look up or calculate the geometry data to use for this SubMesh */ |
---|
| 551 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); |
---|
| 552 | /** Split some shared geometry into dedicated geometry. */ |
---|
| 553 | void splitGeometry(VertexData* vd, IndexData* id, |
---|
| 554 | SubMeshLodGeometryLink* targetGeomLink); |
---|
| 555 | |
---|
| 556 | typedef map<size_t, size_t>::type IndexRemap; |
---|
| 557 | /** Method for figuring out which vertices are used by an index buffer |
---|
| 558 | and calculating a remap lookup for a vertex buffer just containing |
---|
| 559 | those vertices. |
---|
| 560 | */ |
---|
| 561 | template <typename T> |
---|
| 562 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) |
---|
| 563 | { |
---|
| 564 | remap.clear(); |
---|
| 565 | for (size_t i = 0; i < numIndexes; ++i) |
---|
| 566 | { |
---|
| 567 | // use insert since duplicates are silently discarded |
---|
| 568 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); |
---|
| 569 | // this will have mapped oldindex -> new index IF oldindex |
---|
| 570 | // wasn't already there |
---|
| 571 | } |
---|
| 572 | } |
---|
| 573 | /** Method for altering indexes based on a remap. */ |
---|
| 574 | template <typename T> |
---|
| 575 | void remapIndexes(T* src, T* dst, const IndexRemap& remap, |
---|
| 576 | size_t numIndexes) |
---|
| 577 | { |
---|
| 578 | for (size_t i = 0; i < numIndexes; ++i) |
---|
| 579 | { |
---|
| 580 | // look up original and map to target |
---|
| 581 | IndexRemap::const_iterator ix = remap.find(*src++); |
---|
| 582 | assert(ix != remap.end()); |
---|
| 583 | *dst++ = static_cast<T>(ix->second); |
---|
| 584 | } |
---|
| 585 | } |
---|
| 586 | |
---|
| 587 | public: |
---|
| 588 | /// Constructor; do not use directly (@see SceneManager::createStaticGeometry) |
---|
| 589 | StaticGeometry(SceneManager* owner, const String& name); |
---|
| 590 | /// Destructor |
---|
| 591 | virtual ~StaticGeometry(); |
---|
| 592 | |
---|
| 593 | /// Get the name of this object |
---|
| 594 | const String& getName(void) const { return mName; } |
---|
| 595 | /** Adds an Entity to the static geometry. |
---|
| 596 | @remarks |
---|
| 597 | This method takes an existing Entity and adds its details to the |
---|
| 598 | list of elements to include when building. Note that the Entity |
---|
| 599 | itself is not copied or referenced in this method; an Entity is |
---|
| 600 | passed simply so that you can change the materials of attached |
---|
| 601 | SubEntity objects if you want. You can add the same Entity |
---|
| 602 | instance multiple times with different material settings |
---|
| 603 | completely safely, and destroy the Entity before destroying |
---|
| 604 | this StaticGeometry if you like. The Entity passed in is simply |
---|
| 605 | used as a definition. |
---|
| 606 | @note Must be called before 'build'. |
---|
| 607 | @param ent The Entity to use as a definition (the Mesh and Materials |
---|
| 608 | referenced will be recorded for the build call). |
---|
| 609 | @param position The world position at which to add this Entity |
---|
| 610 | @param orientation The world orientation at which to add this Entity |
---|
| 611 | @param scale The scale at which to add this entity |
---|
| 612 | */ |
---|
| 613 | virtual void addEntity(Entity* ent, const Vector3& position, |
---|
| 614 | const Quaternion& orientation = Quaternion::IDENTITY, |
---|
| 615 | const Vector3& scale = Vector3::UNIT_SCALE); |
---|
| 616 | |
---|
| 617 | /** Adds all the Entity objects attached to a SceneNode and all it's |
---|
| 618 | children to the static geometry. |
---|
| 619 | @remarks |
---|
| 620 | This method performs just like addEntity, except it adds all the |
---|
| 621 | entities attached to an entire sub-tree to the geometry. |
---|
| 622 | The position / orientation / scale parameters are taken from the |
---|
| 623 | node structure instead of being specified manually. |
---|
| 624 | @note |
---|
| 625 | The SceneNode you pass in will not be automatically detached from |
---|
| 626 | it's parent, so if you have this node already attached to the scene |
---|
| 627 | graph, you will need to remove it if you wish to avoid the overhead |
---|
| 628 | of rendering <i>both</i> the original objects and their new static |
---|
| 629 | versions! We don't do this for you incase you are preparing this |
---|
| 630 | in advance and so don't want the originals detached yet. |
---|
| 631 | @note Must be called before 'build'. |
---|
| 632 | @param node Pointer to the node to use to provide a set of Entity |
---|
| 633 | templates |
---|
| 634 | */ |
---|
| 635 | virtual void addSceneNode(const SceneNode* node); |
---|
| 636 | |
---|
| 637 | /** Build the geometry. |
---|
| 638 | @remarks |
---|
| 639 | Based on all the entities which have been added, and the batching |
---|
| 640 | options which have been set, this method constructs the batched |
---|
| 641 | geometry structures required. The batches are added to the scene |
---|
| 642 | and will be rendered unless you specifically hide them. |
---|
| 643 | @note |
---|
| 644 | Once you have called this method, you can no longer add any more |
---|
| 645 | entities. |
---|
| 646 | */ |
---|
| 647 | virtual void build(void); |
---|
| 648 | |
---|
| 649 | /** Destroys all the built geometry state (reverse of build). |
---|
| 650 | @remarks |
---|
| 651 | You can call build() again after this and it will pick up all the |
---|
| 652 | same entities / nodes you queued last time. |
---|
| 653 | */ |
---|
| 654 | virtual void destroy(void); |
---|
| 655 | |
---|
| 656 | /** Clears any of the entities / nodes added to this geometry and |
---|
| 657 | destroys anything which has already been built. |
---|
| 658 | */ |
---|
| 659 | virtual void reset(void); |
---|
| 660 | |
---|
| 661 | /** Sets the distance at which batches are no longer rendered. |
---|
| 662 | @remarks |
---|
| 663 | This lets you turn off batches at a given distance. This can be |
---|
| 664 | useful for things like detail meshes (grass, foliage etc) and could |
---|
| 665 | be combined with a shader which fades the geometry out beforehand |
---|
| 666 | to lessen the effect. |
---|
| 667 | @param dist Distance beyond which the batches will not be rendered |
---|
| 668 | (the default is 0, which means batches are always rendered). |
---|
| 669 | */ |
---|
| 670 | virtual void setRenderingDistance(Real dist) { |
---|
| 671 | mUpperDistance = dist; |
---|
| 672 | mSquaredUpperDistance = mUpperDistance * mUpperDistance; |
---|
| 673 | } |
---|
| 674 | |
---|
| 675 | /** Gets the distance at which batches are no longer rendered. */ |
---|
| 676 | virtual Real getRenderingDistance(void) const { return mUpperDistance; } |
---|
| 677 | |
---|
| 678 | /** Gets the squared distance at which batches are no longer rendered. */ |
---|
| 679 | virtual Real getSquaredRenderingDistance(void) const |
---|
| 680 | { return mSquaredUpperDistance; } |
---|
| 681 | |
---|
| 682 | /** Hides or shows all the batches. */ |
---|
| 683 | virtual void setVisible(bool visible); |
---|
| 684 | |
---|
| 685 | /** Are the batches visible? */ |
---|
| 686 | virtual bool isVisible(void) const { return mVisible; } |
---|
| 687 | |
---|
| 688 | /** Sets whether this geometry should cast shadows. |
---|
| 689 | @remarks |
---|
| 690 | No matter what the settings on the original entities, |
---|
| 691 | the StaticGeometry class defaults to not casting shadows. |
---|
| 692 | This is because, being static, unless you have moving lights |
---|
| 693 | you'd be better to use precalculated shadows of some sort. |
---|
| 694 | However, if you need them, you can enable them using this |
---|
| 695 | method. If the SceneManager is set up to use stencil shadows, |
---|
| 696 | edge lists will be copied from the underlying meshes on build. |
---|
| 697 | It is essential that all meshes support stencil shadows in this |
---|
| 698 | case. |
---|
| 699 | @note If you intend to use stencil shadows, you must set this to |
---|
| 700 | true before calling 'build' as well as making sure you set the |
---|
| 701 | scene's shadow type (that should always be the first thing you do |
---|
| 702 | anyway). You can turn shadows off temporarily but they can never |
---|
| 703 | be turned on if they were not at the time of the build. |
---|
| 704 | */ |
---|
| 705 | virtual void setCastShadows(bool castShadows); |
---|
| 706 | /// Will the geometry from this object cast shadows? |
---|
| 707 | virtual bool getCastShadows(void) { return mCastShadows; } |
---|
| 708 | |
---|
| 709 | /** Sets the size of a single region of geometry. |
---|
| 710 | @remarks |
---|
| 711 | This method allows you to configure the physical world size of |
---|
| 712 | each region, so you can balance culling against batch size. Entities |
---|
| 713 | will be fitted within the batch they most closely fit, and the |
---|
| 714 | eventual bounds of each batch may well be slightly larger than this |
---|
| 715 | if they overlap a little. The default is Vector3(1000, 1000, 1000). |
---|
| 716 | @note Must be called before 'build'. |
---|
| 717 | @param size Vector3 expressing the 3D size of each region. |
---|
| 718 | */ |
---|
| 719 | virtual void setRegionDimensions(const Vector3& size) { |
---|
| 720 | mRegionDimensions = size; |
---|
| 721 | mHalfRegionDimensions = size * 0.5; |
---|
| 722 | } |
---|
| 723 | /** Gets the size of a single batch of geometry. */ |
---|
| 724 | virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; } |
---|
| 725 | /** Sets the origin of the geometry. |
---|
| 726 | @remarks |
---|
| 727 | This method allows you to configure the world centre of the geometry, |
---|
| 728 | thus the place which all regions surround. You probably don't need |
---|
| 729 | to mess with this unless you have a seriously large world, since the |
---|
| 730 | default set up can handle an area 1024 * mRegionDimensions, and |
---|
| 731 | the sparseness of population is no issue when it comes to rendering. |
---|
| 732 | The default is Vector3(0,0,0). |
---|
| 733 | @note Must be called before 'build'. |
---|
| 734 | @param origin Vector3 expressing the 3D origin of the geometry. |
---|
| 735 | */ |
---|
| 736 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } |
---|
| 737 | /** Gets the origin of this geometry. */ |
---|
| 738 | virtual const Vector3& getOrigin(void) const { return mOrigin; } |
---|
| 739 | |
---|
| 740 | /// Sets the visibility flags of all the regions at once |
---|
| 741 | void setVisibilityFlags(uint32 flags); |
---|
| 742 | /// Returns the visibility flags of the regions |
---|
| 743 | uint32 getVisibilityFlags() const; |
---|
| 744 | |
---|
| 745 | /** Sets the render queue group this object will be rendered through. |
---|
| 746 | @remarks |
---|
| 747 | Render queues are grouped to allow you to more tightly control the ordering |
---|
| 748 | of rendered objects. If you do not call this method, all objects default |
---|
| 749 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for |
---|
| 750 | most objects. You may want to alter this if you want to perform more complex |
---|
| 751 | rendering. |
---|
| 752 | @par |
---|
| 753 | See RenderQueue for more details. |
---|
| 754 | @param queueID Enumerated value of the queue group to use. |
---|
| 755 | */ |
---|
| 756 | virtual void setRenderQueueGroup(uint8 queueID); |
---|
| 757 | |
---|
| 758 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ |
---|
| 759 | virtual uint8 getRenderQueueGroup(void) const; |
---|
| 760 | /// @copydoc MovableObject::visitRenderables |
---|
| 761 | void visitRenderables(Renderable::Visitor* visitor, |
---|
| 762 | bool debugRenderables = false); |
---|
| 763 | |
---|
| 764 | /// Iterator for iterating over contained regions |
---|
| 765 | typedef MapIterator<RegionMap> RegionIterator; |
---|
| 766 | /// Get an iterator over the regions in this geometry |
---|
| 767 | RegionIterator getRegionIterator(void); |
---|
| 768 | |
---|
| 769 | /** Dump the contents of this StaticGeometry to a file for diagnostic |
---|
| 770 | purposes. |
---|
| 771 | */ |
---|
| 772 | virtual void dump(const String& filename) const; |
---|
| 773 | |
---|
| 774 | |
---|
| 775 | }; |
---|
| 776 | /** @} */ |
---|
| 777 | /** @} */ |
---|
| 778 | |
---|
| 779 | } |
---|
| 780 | |
---|
| 781 | #include "OgreHeaderSuffix.h" |
---|
| 782 | |
---|
| 783 | #endif |
---|
| 784 | |
---|