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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreInstanceBatchHW.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 4.3 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __InstanceBatchHW_H__
29#define __InstanceBatchHW_H__
30
31#include "OgreInstanceBatch.h"
32
33namespace Ogre
34{
35        /** \addtogroup Core
36        *  @{
37        */
38        /** \addtogroup Scene
39        *  @{
40        */
41
42        /** This is technique requires true instancing hardware support.
43                Basically it creates a cloned vertex buffer from the original, with an extra buffer containing
44                3 additional TEXCOORDS (12 bytes) repeated as much as the instance count.
45                That will be used for each instance data.
46                @par
47                The main advantage of this technique is that it's <u>VERY</u> fast; but it doesn't support
48                skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles,
49                debris, bricks, trees, sprites.
50                This batch is one of the few (if not the only) techniques that allows culling on an individual
51                basis. This means we can save vertex shader performance for instances that aren't in scene or
52                just not focused by the camera.
53
54        @remarks
55                        Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902
56        @author
57            Matias N. Goldberg ("dark_sylinc")
58        @version
59            1.1
60     */
61        class _OgreExport InstanceBatchHW : public InstanceBatch
62        {
63                bool    mKeepStatic;
64
65                void setupVertices( const SubMesh* baseSubMesh );
66                void setupIndices( const SubMesh* baseSubMesh );
67
68                void removeBlendData();
69                virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh );
70
71                size_t updateVertexBuffer( Camera *currentCamera );
72
73        public:
74                InstanceBatchHW( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
75                                                        size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
76                                                        const String &batchName );
77                virtual ~InstanceBatchHW();
78
79                /** @see InstanceBatch::calculateMaxNumInstances */
80                size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;
81
82                /** @see InstanceBatch::buildFrom */
83                void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation );
84
85                /** Overloaded so that we don't perform needless updates when in static mode. Also doing that
86                        could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we
87                        really are when displaying, or that we're somewhere else)
88        */
89                void _boundsDirty(void);
90
91                /** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity
92                        cull check is made. This means if the camera is looking at only one instance, all instances
93                        are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU
94                        power and a bit of bus bandwidth.
95                */
96                void setStaticAndUpdate( bool bStatic );
97
98                bool isStatic() const                                           { return mKeepStatic; }
99
100                //Renderable overloads
101                void getWorldTransforms( Matrix4* xform ) const;
102                unsigned short getNumWorldTransforms(void) const;
103
104                /** Overloaded to avoid updating skeletons (which we don't support), check visibility on a
105                        per unit basis and finally updated the vertex buffer */
106                virtual void _updateRenderQueue( RenderQueue* queue );
107        };
108}
109
110#endif
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