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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreInstanceBatchShader.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: 4.2 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 __InstanceBatchShader_H__
29#define __InstanceBatchShader_H__
30
31#include "OgreInstanceBatch.h"
32
33namespace Ogre
34{
35        /** \addtogroup Core
36        *  @{
37        */
38        /** \addtogroup Scene
39        *  @{
40        */
41
42        /** This is the same technique the old "InstancedGeometry" implementation used (with improvements).
43                Basically it creates a large vertex buffer with many repeating entities, and sends per instance
44                data through shader constants. Because SM 2.0 & 3.0 have up to 256 shader constant registers,
45                this means there can be approx up to 84 instances per batch, assuming they're not skinned
46                But using shader constants for other stuff (i.e. lighting) also affects negatively this number
47                A mesh with skeletally animated 2 bones reduces the number 84 to 42 instances per batch.
48                @par
49                The main advantage of this technique is that it's supported on a high variety of hardware
50                (SM 2.0 cards are required) and the same shader can be used for both skeletally animated
51                normal entities and instanced entities without a single change required.
52                @par
53                Unlike the old InstancedGeometry implementation, the developer doesn't need to worry about
54                reaching the 84 instances limit, the InstanceManager automatically takes care of splitting
55                and creating new batches. But beware internally, this means less performance improvement.
56                Another improvement is that vertex buffers are shared between batches, which significantly
57                reduces GPU VRAM usage.
58
59        @remarks
60                        Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902
61        @author
62            Matias N. Goldberg ("dark_sylinc")
63        @version
64            1.0
65     */
66        class _OgreExport InstanceBatchShader : public InstanceBatch
67        {
68                unsigned short  mNumWorldMatrices;
69
70                void setupVertices( const SubMesh* baseSubMesh );
71                void setupIndices( const SubMesh* baseSubMesh );
72
73                /** When the mesh is (hardware) skinned, a different code path is called so that
74                        we reuse the index buffers and modify them in place. For example Instance #2
75                        with reference to bone #5 would have BlendIndex = 2 + 5 = 7
76                        Everything is copied identically except the VES_BLEND_INDICES semantic
77                */
78                void setupHardwareSkinned( const SubMesh* baseSubMesh, VertexData *thisVertexData,
79                                                                        VertexData *baseVertexData );
80
81        public:
82                InstanceBatchShader( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
83                                                        size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
84                                                        const String &batchName );
85                virtual ~InstanceBatchShader();
86
87                /** @see InstanceBatch::calculateMaxNumInstances */
88                size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;
89
90                /** @see InstanceBatch::buildFrom */
91                void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation );
92
93                //Renderable overloads
94                void getWorldTransforms( Matrix4* xform ) const;
95                unsigned short getNumWorldTransforms(void) const;
96        };
97}
98
99#endif
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