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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreInstanceBatchVTF.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: 9.3 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 __BaseInstanceBatchVTF_H__
29#define __BaseInstanceBatchVTF_H__
30
31#include "OgreInstanceBatch.h"
32#include "OgreTexture.h"
33
34namespace Ogre
35{
36        /** \addtogroup Core
37        *  @{
38        */
39        /** \addtogroup Scene
40        *  @{
41        */
42
43        /** Instancing implementation using vertex texture through Vertex Texture Fetch (VTF)
44                This implementation has the following advantages:
45                  * Supports huge amount of instances per batch
46                  * Supports skinning even with huge ammounts of instances per batch
47                  * Doesn't need shader constants registers.
48                  * Best suited for skinned entities
49
50                But beware the disadvantages:
51                  * VTF is only fast on modern GPUs (ATI Radeon HD 2000+, GeForce 8+ series onwards)
52                  * On GeForce 6/7 series VTF is too slow
53                  * VTF isn't (controversely) supported on old ATI X1800 hardware
54                  * Only one bone weight per vertex is supported
55                  * GPUs with low memory bandwidth (i.e. laptops and integrated GPUs)
56                  may perform even worse than no instancing
57
58                Whether this performs great or bad depends on the hardware. It improved up to 4x performance on
59                a Intel Core 2 Quad Core X9650 GeForce 8600 GTS, and in an Intel Core 2 Duo P7350 ATI
60                Mobility Radeon HD 4650, but went 0.75x slower on an AthlonX2 5000+ integrated nForce 6150 SE
61                Each BaseInstanceBatchVTF has it's own texture, which occupies memory in VRAM.
62                Approx VRAM usage can be computed by doing 12 bytes * 3 * numInstances * numBones
63                Use flag IM_VTFBESTFIT to avoid wasting VRAM (but may reduce amount of instances per batch).
64                @par
65                The material requires at least a texture unit stage named "InstancingVTF"
66
67        @remarks
68                        Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902
69        @author
70            Matias N. Goldberg ("dark_sylinc")
71        @version
72            1.0
73     */
74        class _OgreExport BaseInstanceBatchVTF : public InstanceBatch
75        {
76        protected:
77                typedef vector<uint8>::type HWBoneIdxVec;
78                typedef vector<float>::type HWBoneWgtVec;
79                typedef vector<Matrix4>::type Matrix4Vec;
80
81                size_t                                  mMatricesPerInstance; //number of bone matrices per instance
82                size_t                                  mNumWorldMatrices;      //Num bones * num instances
83                TexturePtr                              mMatrixTexture; //The VTF
84
85                //Used when all matrices from each instance must be in the same row (i.e. HW Instancing).
86                //A few pixels are wasted, but resizing the texture puts the danger of not sampling the
87                //right pixel... (in theory it should work, but in practice doesn't)
88                size_t                                  mWidthFloatsPadding;
89                size_t                                  mMaxFloatsPerLine;
90
91                size_t                                  mRowLength;
92                size_t                                  mWeightCount;
93                //Temporary array used to store 3x4 matrices before they are converted to dual quaternions
94                float*                                  mTempTransformsArray3x4;
95
96                // The state of the usage of bone matrix lookup
97                bool mUseBoneMatrixLookup;
98                size_t mMaxLookupTableInstances;
99
100                bool mUseBoneDualQuaternions;
101                bool mForceOneWeight;
102                bool mUseOneWeight;
103
104                /** Clones the base material so it can have it's own vertex texture, and also
105                        clones it's shadow caster materials, if it has any
106                */
107                void cloneMaterial( const MaterialPtr &material );
108
109                /** Retrieves bone data from the original sub mesh and puts it into an appropriate buffer,
110                        later to be read when creating the vertex semantics.
111                        Assumes outBoneIdx has enough space (base submesh vertex count)
112                */
113                void retrieveBoneIdx( VertexData *baseVertexData, HWBoneIdxVec &outBoneIdx );
114
115                /** @see retrieveBoneIdx()
116                        Assumes outBoneIdx has enough space (twice the base submesh vertex count, one for each weight)
117                        Assumes outBoneWgt has enough space (twice the base submesh vertex count, one for each weight)
118                */
119                void retrieveBoneIdxWithWeights(VertexData *baseVertexData, HWBoneIdxVec &outBoneIdx, HWBoneWgtVec &outBoneWgt);
120
121                /** Setups the material to use a vertex texture */
122                void setupMaterialToUseVTF( TextureType textureType, MaterialPtr &material );
123
124                /** Creates the vertex texture */
125                void createVertexTexture( const SubMesh* baseSubMesh );
126
127                /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */
128                virtual void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData,
129                                                                        const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec &hwBoneWgt) = 0;
130
131                size_t convert3x4MatricesToDualQuaternions(float* matrices, size_t numOfMatrices, float* outDualQuaternions);
132                                                                       
133                /** Keeps filling the VTF with world matrix data */
134                void updateVertexTexture(void);
135
136                /** Affects VTF texture's width dimension */
137                virtual bool matricesTogetherPerRow() const = 0;
138
139                /** update the lookup numbers for entities with shared transforms */
140                virtual void updateSharedLookupIndexes();
141
142                /** @see InstanceBatch::generateInstancedEntity() */
143                virtual InstancedEntity* generateInstancedEntity(size_t num);
144
145        public:
146                BaseInstanceBatchVTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
147                                                        size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
148                                                        const String &batchName);
149                virtual ~BaseInstanceBatchVTF();
150
151                /** @see InstanceBatch::buildFrom */
152                void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation );
153
154                //Renderable overloads
155                void getWorldTransforms( Matrix4* xform ) const;
156                unsigned short getNumWorldTransforms(void) const;
157
158                /** Overloaded to be able to updated the vertex texture */
159                void _updateRenderQueue(RenderQueue* queue);
160
161                /** Sets the state of the usage of bone matrix lookup
162               
163                Under default condition each instance entity is assigned a specific area in the vertex
164                texture for bone matrix data. When turned on the amount of area in the vertex texture
165                assigned for bone matrix data will be relative to the amount of unique animation states.
166                Instanced entities sharing the same animation state will share the same area in the matrix.
167                The specific position of each entity is placed in the vertex data and added in a second phase
168                in the shader.
169
170                Note this feature only works in VTF_HW for now.
171                This value needs to be set before adding any instanced entities
172                */
173                void setBoneMatrixLookup(bool enable, size_t maxLookupTableInstances) { assert(mInstancedEntities.empty()); 
174                        mUseBoneMatrixLookup = enable; mMaxLookupTableInstances = maxLookupTableInstances; }
175
176                /** Tells whether to use bone matrix lookup
177                @see setBoneMatrixLookup()
178                */
179                bool useBoneMatrixLookup() const { return mUseBoneMatrixLookup; }
180
181                void setBoneDualQuaternions(bool enable) { assert(mInstancedEntities.empty());
182                        mUseBoneDualQuaternions = enable; mRowLength = (mUseBoneDualQuaternions ? 2 : 3); }
183
184                bool useBoneDualQuaternions() const { return mUseBoneDualQuaternions; }
185
186                void setForceOneWeight(bool enable) {  assert(mInstancedEntities.empty());
187                        mForceOneWeight = enable; }
188
189                bool forceOneWeight() const { return mForceOneWeight; }
190
191                void setUseOneWeight(bool enable) {  assert(mInstancedEntities.empty());
192                        mUseOneWeight = enable; }
193
194                bool useOneWeight() const { return mUseOneWeight; }
195
196                /** @see InstanceBatch::useBoneWorldMatrices()  */
197                virtual bool useBoneWorldMatrices() const { return !mUseBoneMatrixLookup; }
198
199                /** @return the maximum amount of shared transform entities when using lookup table*/
200                virtual size_t getMaxLookupTableInstances() const { return mMaxLookupTableInstances; }
201               
202        };
203
204        class _OgreExport InstanceBatchVTF : public BaseInstanceBatchVTF
205        {
206               
207                void setupVertices( const SubMesh* baseSubMesh );
208                void setupIndices( const SubMesh* baseSubMesh );
209
210                /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */
211                void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData,
212                        const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec &hwBoneWgt );
213
214                virtual bool matricesTogetherPerRow() const { return false; }
215        public:
216                InstanceBatchVTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
217                                                        size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
218                                                        const String &batchName);
219                virtual ~InstanceBatchVTF();
220
221                /** @see InstanceBatch::calculateMaxNumInstances */
222                size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;
223        };
224}
225
226#endif
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