| 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 __InstancedGeometry_H__ | 
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| 29 | #define __InstancedGeometry_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 "OgreSimpleRenderable.h" | 
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| 34 | #include "OgreSkeleton.h" | 
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| 35 | #include "OgreSkeletonInstance.h" | 
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| 36 | #include "OgreAnimationTrack.h" | 
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| 37 | #include "OgreBone.h" | 
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| 38 | #include "OgreIteratorWrappers.h" | 
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| 39 | #include "OgreMesh.h" | 
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| 40 | #include "OgreHeaderPrefix.h" | 
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| 41 |  | 
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| 42 | namespace Ogre { | 
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| 43 |  | 
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| 44 |         /** \addtogroup Core | 
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| 45 |         *  @{ | 
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| 46 |         */ | 
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| 47 |         /** \addtogroup Scene | 
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| 48 |         *  @{ | 
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| 49 |         */ | 
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| 50 |         /** Pre-transforms and batches up meshes for efficient use as instanced geometry | 
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| 51 |                 in a scene | 
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| 52 |         @remarks | 
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| 53 |                 Shader instancing allows to save both memory and draw calls. While  | 
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| 54 |                 StaticGeometry stores 500 times the same object in a batch to display 500  | 
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| 55 |                 objects, this shader instancing implementation stores only 80 times the object,  | 
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| 56 |                 and then re-uses the vertex data with different shader parameter. | 
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| 57 |                 Although you save memory, you make more draw call. However, you still  | 
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| 58 |                 make less draw calls than if you were rendering each object independently. | 
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| 59 |                 Plus, you can move the batched objects independently of one another which  | 
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| 60 |                 you cannot do with StaticGeometry. | 
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| 61 |         @par | 
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| 62 |                 Therefore it is important when you are rendering a lot of geometry to  | 
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| 63 |                 batch things up into as few rendering calls as possible. This | 
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| 64 |                 class allows you to build a batched object from a series of entities  | 
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| 65 |                 in order to benefit from this behaviour. | 
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| 66 |                 Batching has implications of it's own though: | 
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| 67 |                 @li Batched geometry cannot be subdivided; that means that the whole | 
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| 68 |                         group will be displayed, or none of it will. This obivously has | 
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| 69 |                         culling issues. | 
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| 70 |                 @li A single material must apply for each batch. In fact this class  | 
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| 71 |                         allows you to use multiple materials, but you should be aware that  | 
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| 72 |                         internally this means that there is one batch per material.  | 
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| 73 |                         Therefore you won't gain as much benefit from the batching if you  | 
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| 74 |                         use many different materials; try to keep the number down. | 
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| 75 |         @par | 
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| 76 |                 The bounding box information is computed with object position only.  | 
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| 77 |                 It doesn't take account of the object orientation.  | 
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| 78 |         @par | 
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| 79 |                 The LOD settings of both the Mesh and the Materials used in  | 
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| 80 |                 constructing this instanced geometry will be respected. This means that  | 
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| 81 |                 if you use meshes/materials which have LOD, batches in the distance  | 
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| 82 |                 will have a lower polygon count or material detail to those in the  | 
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| 83 |                 foreground. Since each mesh might have different LOD distances, during  | 
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| 84 |                 build the furthest distance at each LOD level from all meshes   | 
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| 85 |                 in that BatchInstance is used. This means all the LOD levels change at the  | 
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| 86 |                 same time, but at the furthest distance of any of them (so quality is  | 
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| 87 |                 not degraded). Be aware that using Mesh LOD in this class will  | 
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| 88 |                 further increase the memory required. Only generated LOD | 
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| 89 |                 is supported for meshes. | 
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| 90 |         @par | 
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| 91 |                 There are 2 ways you can add geometry to this class; you can add | 
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| 92 |                 Entity objects directly with predetermined positions, scales and  | 
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| 93 |                 orientations, or you can add an entire SceneNode and it's subtree,  | 
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| 94 |                 including all the objects attached to it. Once you've added everything | 
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| 95 |                 you need to, you have to call build() the fix the geometry in place.  | 
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| 96 |         @par | 
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| 97 |                 You should not construct instances of this class directly; instead, call  | 
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| 98 |                 SceneManager::createInstancedGeometry, which gives the SceneManager the  | 
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| 99 |                 option of providing you with a specialised version of this class if it | 
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| 100 |                 wishes, and also handles the memory management for you like other  | 
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| 101 |                 classes. | 
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| 102 |     @note | 
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| 103 |                 Warning: this class only works with indexed triangle lists at the moment,               do not pass it triangle strips, fans or lines / points, or unindexed geometry. | 
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| 104 |         */ | 
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| 105 |         class _OgreExport  InstancedGeometry : public BatchedGeometryAlloc | 
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| 106 |         { | 
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| 107 |         public: | 
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| 108 |                 /** Struct holding geometry optimised per SubMesh / LOD level, ready | 
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| 109 |                         for copying to instances.  | 
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| 110 |                 @remarks | 
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| 111 |                         Since we're going to be duplicating geometry lots of times, it's | 
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| 112 |                         far more important that we don't have redundant vertex data. If a  | 
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| 113 |                         SubMesh uses shared geometry, or we're looking at a lower LOD, not | 
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| 114 |                         all the vertices are being referenced by faces on that submesh. | 
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| 115 |                         Therefore to duplicate them, potentially hundreds or even thousands | 
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| 116 |                         of times, would be extremely wasteful. Therefore, if a SubMesh at | 
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| 117 |                         a given LOD has wastage, we create an optimised version of it's | 
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| 118 |                         geometry which is ready for copying with no wastage. | 
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| 119 |                 */ | 
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| 120 |                 class _OgrePrivate OptimisedSubMeshGeometry : public BatchedGeometryAlloc | 
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| 121 |                 { | 
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| 122 |                 public: | 
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| 123 |                         OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} | 
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| 124 |                         ~OptimisedSubMeshGeometry()  | 
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| 125 |                         { | 
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| 126 |                                 delete vertexData; | 
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| 127 |                                 delete indexData; | 
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| 128 |                         } | 
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| 129 |                         VertexData *vertexData; | 
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| 130 |                         IndexData *indexData; | 
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| 131 |                 }; | 
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| 132 |                 typedef list<OptimisedSubMeshGeometry*>::type OptimisedSubMeshGeometryList; | 
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| 133 |                 /// Saved link between SubMesh at a LOD and vertex/index data | 
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| 134 |                 /// May point to original or optimised geometry | 
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| 135 |                 struct SubMeshLodGeometryLink | 
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| 136 |                 { | 
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| 137 |                         VertexData* vertexData; | 
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| 138 |                         IndexData* indexData; | 
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| 139 |                 }; | 
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| 140 |                 typedef vector<SubMeshLodGeometryLink>::type SubMeshLodGeometryLinkList; | 
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| 141 |                 typedef map<SubMesh*, SubMeshLodGeometryLinkList*>::type SubMeshGeometryLookup; | 
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| 142 |                 /// Structure recording a queued submesh for the build | 
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| 143 |                 struct QueuedSubMesh : public BatchedGeometryAlloc | 
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| 144 |                 { | 
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| 145 |                         SubMesh* submesh; | 
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| 146 |                         /// Link to LOD list of geometry, potentially optimised | 
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| 147 |                         SubMeshLodGeometryLinkList* geometryLodList; | 
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| 148 |                         String materialName; | 
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| 149 |                         Vector3 position; | 
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| 150 |                         Quaternion orientation; | 
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| 151 |                         Vector3 scale; | 
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| 152 |                         /// Pre-transformed world AABB  | 
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| 153 |                         AxisAlignedBox worldBounds; | 
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| 154 |                         unsigned int ID; | 
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| 155 |                 }; | 
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| 156 |                 typedef vector<QueuedSubMesh*>::type QueuedSubMeshList; | 
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| 157 |                 typedef vector<String>::type QueuedSubMeshOriginList; | 
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| 158 |                 /// Structure recording a queued geometry for low level builds | 
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| 159 |                 struct QueuedGeometry : public BatchedGeometryAlloc | 
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| 160 |                 { | 
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| 161 |                         SubMeshLodGeometryLink* geometry; | 
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| 162 |                         Vector3 position; | 
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| 163 |                         Quaternion orientation; | 
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| 164 |                         Vector3 scale; | 
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| 165 |                         unsigned int ID; | 
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| 166 |                 }; | 
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| 167 |                 typedef vector<QueuedGeometry*>::type QueuedGeometryList; | 
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| 168 |                  | 
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| 169 |                 // forward declarations | 
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| 170 |                 class LODBucket; | 
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| 171 |                 class MaterialBucket; | 
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| 172 |                 class BatchInstance; | 
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| 173 |                 class InstancedObject; | 
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| 174 |  | 
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| 175 |                 /** A GeometryBucket is a the lowest level bucket where geometry with  | 
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| 176 |                         the same vertex & index format is stored. It also acts as the  | 
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| 177 |                         renderable. | 
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| 178 |                 */ | 
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| 179 |                 class _OgreExport  GeometryBucket :     public SimpleRenderable | 
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| 180 |                 { | 
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| 181 |                 protected: | 
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| 182 |                          | 
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| 183 |                         /// Geometry which has been queued up pre-build (not for deallocation) | 
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| 184 |                         QueuedGeometryList mQueuedGeometry; | 
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| 185 |                         /// Pointer to the Batch | 
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| 186 |                         InstancedGeometry*mBatch; | 
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| 187 |                         /// Pointer to parent bucket | 
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| 188 |                         MaterialBucket* mParent; | 
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| 189 |                         /// String identifying the vertex / index format | 
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| 190 |                         String mFormatString; | 
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| 191 |                         /// Vertex information, includes current number of vertices | 
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| 192 |                         /// committed to be a part of this bucket | 
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| 193 |                         VertexData* mVertexData; | 
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| 194 |                         /// Index information, includes index type which limits the max | 
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| 195 |                         /// number of vertices which are allowed in one bucket | 
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| 196 |                         IndexData* mIndexData; | 
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| 197 |                         /// Size of indexes | 
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| 198 |                         HardwareIndexBuffer::IndexType mIndexType; | 
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| 199 |                         /// Maximum vertex indexable | 
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| 200 |                         size_t mMaxVertexIndex; | 
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| 201 |                         ///     Index of the Texcoord where the index is stored | 
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| 202 |                         unsigned short mTexCoordIndex; | 
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| 203 |                         AxisAlignedBox mAABB; | 
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| 204 |  | 
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| 205 |                         template<typename T> | 
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| 206 |                         void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) | 
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| 207 |                         { | 
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| 208 |                                 if (indexOffset == 0) | 
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| 209 |                                 { | 
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| 210 |                                         memcpy(dst, src, sizeof(T) * count); | 
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| 211 |                                 } | 
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| 212 |                                 else | 
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| 213 |                                 { | 
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| 214 |                                         while(count--) | 
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| 215 |                                         { | 
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| 216 |                                                 *dst++ = static_cast<T>(*src++ + indexOffset); | 
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| 217 |                                         } | 
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| 218 |                                 } | 
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| 219 |                         } | 
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| 220 |  | 
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| 221 |                         void _initGeometryBucket(const VertexData* vData, const IndexData* iData); | 
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| 222 |                         void _initGeometryBucket(GeometryBucket* bucket); | 
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| 223 |  | 
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| 224 |                 public: | 
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| 225 |                         GeometryBucket(MaterialBucket* parent, const String& formatString,  | 
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| 226 |                                 const VertexData* vData, const IndexData* iData); | 
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| 227 |                         GeometryBucket(const String& name, MaterialBucket* parent, const String& formatString,  | 
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| 228 |                                 const VertexData* vData, const IndexData* iData); | 
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| 229 |                         GeometryBucket(MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); | 
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| 230 |                         GeometryBucket(const String& name, MaterialBucket* parent,const String& formatString,GeometryBucket*bucket); | 
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| 231 |                         virtual ~GeometryBucket(); | 
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| 232 |                         MaterialBucket* getParent(void) { return mParent; } | 
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| 233 |                         Real getBoundingRadius(void) const; | 
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| 234 |                         /// Get the vertex data for this geometry  | 
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| 235 |                         const VertexData* getVertexData(void) const { return mVertexData; } | 
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| 236 |                         /// Get the index data for this geometry  | 
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| 237 |                         const IndexData* getIndexData(void) const { return mIndexData; } | 
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| 238 |                         /// @copydoc Renderable::getMaterial | 
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| 239 |                         const MaterialPtr& getMaterial(void) const; | 
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| 240 |                         Technique* getTechnique(void) const; | 
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| 241 |                 void getWorldTransforms(Matrix4* xform) const; | 
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| 242 |                         virtual unsigned short getNumWorldTransforms(void) const ; | 
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| 243 |                         Real getSquaredViewDepth(const Camera* cam) const; | 
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| 244 |                 const LightList& getLights(void) const; | 
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| 245 |                         bool getCastsShadows(void) const; | 
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| 246 |                         String getFormatString(void) const; | 
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| 247 |                         /** Try to assign geometry to this bucket. | 
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| 248 |                         @return false if there is no room left in this bucket | 
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| 249 |                         */ | 
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| 250 |                         bool assign(QueuedGeometry* qsm); | 
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| 251 |                         /// Build | 
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| 252 |                         void build(); | 
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| 253 |                         /// Dump contents for diagnostics | 
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| 254 |                         void dump(std::ofstream& of) const; | 
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| 255 |                         /// Return the BoundingBox information. Useful when cloning the batch instance. | 
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| 256 |                         AxisAlignedBox & getAABB(void){return mAABB;} | 
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| 257 |                         /// @copydoc MovableObject::visitRenderables | 
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| 258 |                         void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); | 
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| 259 |  | 
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| 260 |                 }; | 
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| 261 |                 class _OgreExport  InstancedObject : public BatchedGeometryAlloc | 
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| 262 |                 { | 
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| 263 |                         friend class GeometryBucket; | 
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| 264 |                 public: | 
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| 265 |                          enum TransformSpace | 
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| 266 |         { | 
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| 267 |             /// Transform is relative to the local space | 
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| 268 |             TS_LOCAL, | 
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| 269 |             /// Transform is relative to the space of the parent node | 
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| 270 |             TS_PARENT, | 
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| 271 |             /// Transform is relative to world space | 
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| 272 |             TS_WORLD | 
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| 273 |         }; | 
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| 274 |                         /// list of Geometry Buckets that contains the instanced object | 
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| 275 |                         typedef vector<GeometryBucket*>::type GeometryBucketList; | 
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| 276 |                 protected: | 
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| 277 |                         GeometryBucketList mGeometryBucketList; | 
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| 278 |                         unsigned short mIndex; | 
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| 279 |                         Matrix4  mTransformation; | 
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| 280 |                         Quaternion mOrientation; | 
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| 281 |                         Vector3 mScale; | 
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| 282 |                         Vector3 mPosition; | 
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| 283 |                         SkeletonInstance* mSkeletonInstance; | 
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| 284 |                         /// Cached bone matrices, including any world transform | 
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| 285 |                         Matrix4 *mBoneWorldMatrices; | 
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| 286 |                         /// Cached bone matrices in skeleton local space | 
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| 287 |                         Matrix4 *mBoneMatrices; | 
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| 288 |                         /// State of animation for animable meshes | 
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| 289 |                         AnimationStateSet* mAnimationState; | 
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| 290 |                         unsigned short mNumBoneMatrices; | 
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| 291 |                         /// Records the last frame in which animation was updated | 
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| 292 |                         unsigned long mFrameAnimationLastUpdated; | 
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| 293 |                 public: | 
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| 294 |                         InstancedObject(unsigned short index); | 
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| 295 |                         InstancedObject(unsigned short index,SkeletonInstance *skeleton,AnimationStateSet*animations); | 
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| 296 |                         ~InstancedObject(); | 
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| 297 |                         void setPosition( Vector3  position); | 
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| 298 |                         const Vector3& getPosition(void) const; | 
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| 299 |                         void yaw(const Radian& angle); | 
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| 300 |                         void pitch(const Radian& angle); | 
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| 301 |                         void roll(const Radian& angle); | 
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| 302 |                         void rotate(const Quaternion& q); | 
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| 303 |                         void setScale(const Vector3& scale); | 
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| 304 |                         const Vector3& getScale() const; | 
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| 305 |                 void setOrientation(const Quaternion& q); | 
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| 306 |                 void setPositionAndOrientation(Vector3 p, const Quaternion& q); | 
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| 307 |             Quaternion & getOrientation(void); | 
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| 308 |                         void addBucketToList(GeometryBucket* bucket); | 
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| 309 |                         void needUpdate(); | 
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| 310 |                         GeometryBucketList&getGeometryBucketList(void){return mGeometryBucketList;} | 
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| 311 |                         void translate(const Matrix3& axes, const Vector3& move); | 
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| 312 |                         void translate(const Vector3& d); | 
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| 313 |                         Matrix3 getLocalAxes(void) const; | 
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| 314 |                         void updateAnimation(void); | 
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| 315 |                         AnimationState* getAnimationState(const String& name) const; | 
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| 316 |                         SkeletonInstance*getSkeletonInstance(void){return mSkeletonInstance;} | 
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| 317 |  | 
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| 318 |                 }; | 
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| 319 |                 /** A MaterialBucket is a collection of smaller buckets with the same  | 
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| 320 |                         Material (and implicitly the same LOD). */ | 
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| 321 |                 class _OgreExport  MaterialBucket : public BatchedGeometryAlloc | 
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| 322 |                 { | 
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| 323 |                 public: | 
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| 324 |                         /// list of Geometry Buckets in this BatchInstance | 
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| 325 |                         typedef vector<GeometryBucket*>::type GeometryBucketList; | 
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| 326 |                 protected: | 
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| 327 |                         /// Pointer to parent LODBucket | 
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| 328 |                         LODBucket* mParent; | 
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| 329 |                         /// Material being used | 
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| 330 |                         String mMaterialName; | 
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| 331 |                         /// Pointer to material being used | 
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| 332 |                         MaterialPtr mMaterial; | 
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| 333 |                         /// Active technique | 
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| 334 |                         Technique* mTechnique; | 
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| 335 |                         int mLastIndex; | 
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| 336 |                         /// list of Geometry Buckets in this BatchInstance | 
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| 337 |                         GeometryBucketList mGeometryBucketList; | 
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| 338 |                         // index to current Geometry Buckets for a given geometry format | 
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| 339 |                         typedef map<String, GeometryBucket*>::type CurrentGeometryMap; | 
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| 340 |                         CurrentGeometryMap mCurrentGeometryMap; | 
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| 341 |                         /// Get a packed string identifying the geometry format | 
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| 342 |                         String getGeometryFormatString(SubMeshLodGeometryLink* geom); | 
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| 343 |                          | 
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| 344 |                 public: | 
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| 345 |                         MaterialBucket(LODBucket* parent, const String& materialName); | 
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| 346 |                         virtual ~MaterialBucket(); | 
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| 347 |                         LODBucket* getParent(void) { return mParent; } | 
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| 348 |                         /// Get the material name | 
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| 349 |                         const String& getMaterialName(void) const { return mMaterialName; } | 
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| 350 |                         /// Assign geometry to this bucket | 
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| 351 |                         void assign(QueuedGeometry* qsm); | 
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| 352 |                         /// Build | 
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| 353 |                         void build(); | 
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| 354 |                         /// Add children to the render queue | 
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| 355 |                         void addRenderables(RenderQueue* queue, uint8 group,  | 
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| 356 |                                 Real lodValue); | 
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| 357 |                         /// Get the material for this bucket | 
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| 358 |                         const MaterialPtr& getMaterial(void) const { return mMaterial; } | 
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| 359 |                         /// Iterator over geometry | 
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| 360 |                         typedef VectorIterator<GeometryBucketList> GeometryIterator; | 
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| 361 |                         /// Get an iterator over the contained geometry | 
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| 362 |                         GeometryIterator getGeometryIterator(void); | 
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| 363 |                         /// Get the current Technique | 
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| 364 |                         Technique* getCurrentTechnique(void) const { return mTechnique; } | 
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| 365 |                         /// Dump contents for diagnostics | 
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| 366 |                         void dump(std::ofstream& of) const; | 
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| 367 |                         /// Return the geometry map | 
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| 368 |                         MaterialBucket::CurrentGeometryMap* getMaterialBucketMap(void) const; | 
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| 369 |                         /// Return the geometry list | 
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| 370 |                         MaterialBucket::GeometryBucketList*getGeometryBucketList(void) const; | 
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| 371 |                         /// fill in the map and the list | 
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| 372 |                         void updateContainers(GeometryBucket* bucket, const String &format); | 
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| 373 |                         void setLastIndex(int index){mLastIndex=index;} | 
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| 374 |                         int getLastIndex(){return mLastIndex;} | 
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| 375 |                         void setMaterial(const String & name); | 
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| 376 |                         void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); | 
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| 377 |                  | 
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| 378 |                 }; | 
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| 379 |                 /** A LODBucket is a collection of smaller buckets with the same LOD.  | 
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| 380 |                 @remarks | 
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| 381 |                         LOD refers to Mesh LOD here. Material LOD can change separately | 
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| 382 |                         at the next bucket down from this. | 
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| 383 |                 */ | 
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| 384 |                 class _OgreExport  LODBucket : public BatchedGeometryAlloc | 
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| 385 |                 { | 
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| 386 |                 public: | 
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| 387 |                         /// Lookup of Material Buckets in this BatchInstance | 
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| 388 |                         typedef map<String, MaterialBucket*>::type MaterialBucketMap; | 
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| 389 |                 protected: | 
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| 390 |                         /// Pointer to parent BatchInstance | 
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| 391 |                         BatchInstance* mParent; | 
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| 392 |                         /// LOD level (0 == full LOD) | 
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| 393 |                         unsigned short mLod; | 
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| 394 |                         /// LOD value at which this LOD starts to apply (squared) | 
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| 395 |                         Real mLodValue; | 
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| 396 |                         /// Lookup of Material Buckets in this BatchInstance | 
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| 397 |                         MaterialBucketMap mMaterialBucketMap; | 
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| 398 |                         /// Geometry queued for a single LOD (deallocated here) | 
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| 399 |                         QueuedGeometryList mQueuedGeometryList; | 
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| 400 |                 public: | 
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| 401 |                         LODBucket(BatchInstance* parent, unsigned short lod, Real lodValue); | 
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| 402 |                         virtual ~LODBucket(); | 
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| 403 |                         BatchInstance* getParent(void) { return mParent; } | 
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| 404 |                         /// Get the LOD index | 
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| 405 |                         ushort getLod(void) const { return mLod; } | 
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| 406 |                         /// Get the LOD value | 
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| 407 |                         Real getLodValue(void) const { return mLodValue; } | 
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| 408 |                         /// Assign a queued submesh to this bucket, using specified mesh LOD | 
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| 409 |                         void assign(QueuedSubMesh* qsm, ushort atLod); | 
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| 410 |                         /// Build | 
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| 411 |                         void build(); | 
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| 412 |                         /// Add children to the render queue | 
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| 413 |                         void addRenderables(RenderQueue* queue, uint8 group,  | 
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| 414 |                                 Real lodValue); | 
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| 415 |                         /// Iterator over the materials in this LOD | 
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| 416 |                         typedef MapIterator<MaterialBucketMap> MaterialIterator; | 
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| 417 |                         /// Get an iterator over the materials in this LOD | 
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| 418 |                         MaterialIterator getMaterialIterator(void); | 
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| 419 |                         /// Dump contents for diagnostics | 
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| 420 |                         void dump(std::ofstream& of) const; | 
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| 421 |                         /// fill the map | 
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| 422 |                         void updateContainers(MaterialBucket* bucket, String& name ); | 
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| 423 |                         void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables); | 
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| 424 |                          | 
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| 425 |                 }; | 
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| 426 |                 /** The details of a topological BatchInstance which is the highest level of | 
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| 427 |                         partitioning for this class. | 
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| 428 |                 @remarks | 
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| 429 |                         The size & shape of BatchInstances entirely depends on the SceneManager | 
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| 430 |                         specific implementation. It is a MovableObject since it will be | 
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| 431 |                         attached to a node based on the local centre - in practice it | 
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| 432 |                         won't actually move (although in theory it could). | 
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| 433 |                 */ | 
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| 434 |                 class _OgreExport  BatchInstance : public MovableObject | 
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| 435 |                 { | 
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| 436 |             friend class MaterialBucket; | 
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| 437 |                         public: | 
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| 438 |                  | 
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| 439 |  | 
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| 440 |                         /// list of LOD Buckets in this BatchInstance | 
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| 441 |                         typedef vector<LODBucket*>::type LODBucketList; | 
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| 442 |                         typedef map<unsigned short, InstancedObject*>::type ObjectsMap; | 
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| 443 |                         typedef MapIterator<ObjectsMap> InstancedObjectIterator; | 
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| 444 |                 protected: | 
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| 445 |                          | 
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| 446 |                         /// Parent static geometry | 
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| 447 |                         InstancedGeometry* mParent; | 
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| 448 |                         /// Scene manager link | 
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| 449 |                         SceneManager* mSceneMgr; | 
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| 450 |                         /// Scene node | 
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| 451 |                         SceneNode* mNode; | 
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| 452 |                         /// Local list of queued meshes (not used for deallocation) | 
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| 453 |                         QueuedSubMeshList mQueuedSubMeshes; | 
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| 454 |                         /// Unique identifier for the BatchInstance | 
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| 455 |                         uint32 mBatchInstanceID; | 
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| 456 |  | 
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| 457 |                         ObjectsMap mInstancesMap; | 
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| 458 |                 public: | 
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| 459 |                         /// LOD values as built up - use the max at each level | 
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| 460 |                         Mesh::LodValueList mLodValues; | 
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| 461 |                         /// Local AABB relative to BatchInstance centre | 
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| 462 |                         AxisAlignedBox mAABB; | 
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| 463 |                         /// Local bounding radius | 
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| 464 |                         Real mBoundingRadius; | 
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| 465 |                         /// The current LOD level, as determined from the last camera | 
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| 466 |                         ushort mCurrentLod; | 
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| 467 |                         /// Current LOD value, passed on to do material LOD later | 
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| 468 |                         Real mLodValue; | 
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| 469 |             /// Current camera, passed on to do material LOD later | 
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| 470 |             Camera *mCamera; | 
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| 471 |             /// Cached squared view depth value to avoid recalculation by GeometryBucket | 
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| 472 |             Real mSquaredViewDepth; | 
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| 473 |                 protected: | 
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| 474 |                         /// List of LOD buckets                  | 
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| 475 |                         LODBucketList mLodBucketList; | 
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| 476 |             /// LOD strategy reference | 
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| 477 |             const LodStrategy *mLodStrategy; | 
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| 478 |  | 
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| 479 |                 public: | 
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| 480 |                         BatchInstance(InstancedGeometry* parent, const String& name, SceneManager* mgr,  | 
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| 481 |                                 uint32 BatchInstanceID); | 
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| 482 |                         virtual ~BatchInstance(); | 
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| 483 |                         // more fields can be added in subclasses | 
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| 484 |                         InstancedGeometry* getParent(void) const { return mParent;} | 
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| 485 |                         /// Assign a queued mesh to this BatchInstance, read for final build | 
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| 486 |                         void assign(QueuedSubMesh* qmesh); | 
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| 487 |                         /// Build this BatchInstance | 
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| 488 |                         void build(); | 
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| 489 |                         /// Get the BatchInstance ID of this BatchInstance | 
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| 490 |                         uint32 getID(void) const { return mBatchInstanceID; } | 
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| 491 |                         /// Get the centre point of the BatchInstance | 
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| 492 | //                      const Vector3& getCentre(void) const { return mCentre; } | 
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| 493 |                         const String& getMovableType(void) const; | 
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| 494 |                         void _notifyCurrentCamera(Camera* cam); | 
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| 495 |                         const AxisAlignedBox& getBoundingBox(void) const; | 
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| 496 |                         void  setBoundingBox(AxisAlignedBox& box); | 
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| 497 |                         Real getBoundingRadius(void) const; | 
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| 498 |                         void _updateRenderQueue(RenderQueue* queue); | 
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| 499 |                         bool isVisible(void) const; | 
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| 500 |                         /// @copydoc MovableObject::visitRenderables | 
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| 501 |                         void visitRenderables(Renderable::Visitor* visitor,  | 
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| 502 |                                 bool debugRenderables = false); | 
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| 503 |  | 
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| 504 |                 //      uint32 getTypeFlags(void) const; | 
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| 505 |  | 
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| 506 |                         typedef VectorIterator<LODBucketList> LODIterator; | 
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| 507 |                         /// Get an iterator over the LODs in this BatchInstance | 
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| 508 |                         LODIterator getLODIterator(void); | 
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| 509 |                         /// Shared set of lights for all GeometryBuckets | 
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| 510 |                         const LightList& getLights(void) const; | 
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| 511 |  | 
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| 512 |                         /// update the bounding box of the BatchInstance according to the positions of the objects | 
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| 513 |                         void updateBoundingBox(); | 
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| 514 |  | 
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| 515 |                         /// Dump contents for diagnostics | 
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| 516 |                         void dump(std::ofstream& of) const; | 
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| 517 |                         /// fill in the list  | 
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| 518 |                         void updateContainers(LODBucket* bucket ); | 
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| 519 |                         /// attach the BatchInstance to the scene | 
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| 520 |                         void attachToScene(); | 
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| 521 |                         void addInstancedObject(unsigned short index, InstancedObject* object); | 
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| 522 |                         InstancedObject*  isInstancedObjectPresent(unsigned short index); | 
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| 523 |                         InstancedObjectIterator getObjectIterator(); | 
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| 524 |                         SceneNode*getSceneNode(void){return mNode;} | 
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| 525 |                         ObjectsMap& getInstancesMap(void){return  mInstancesMap;} | 
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| 526 |                         /// change the shader used to render the batch instance | 
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| 527 |                          | 
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| 528 |                 }; | 
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| 529 |                 /** Indexed BatchInstance map based on packed x/y/z BatchInstance index, 10 bits for | 
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| 530 |                         each axis. | 
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| 531 |                 */ | 
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| 532 |                 typedef map<uint32, BatchInstance*>::type BatchInstanceMap; | 
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| 533 |                 /** Simple vectors where are stored all the render operations of the Batch. | 
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| 534 |                         This vector is used when we want to delete the batch, in order to delete only one time each | 
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| 535 |                         render operation. | 
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| 536 |  | 
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| 537 |                 */ | 
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| 538 |                 typedef vector<RenderOperation*>::type RenderOperationVector; | 
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| 539 |         protected: | 
|---|
| 540 |                 // General state & settings | 
|---|
| 541 |                 SceneManager* mOwner; | 
|---|
| 542 |                 String mName; | 
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| 543 |                 bool mBuilt; | 
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| 544 |                 Real mUpperDistance; | 
|---|
| 545 |                 Real mSquaredUpperDistance; | 
|---|
| 546 |                 bool mCastShadows; | 
|---|
| 547 |                 Vector3 mBatchInstanceDimensions; | 
|---|
| 548 |                 Vector3 mHalfBatchInstanceDimensions; | 
|---|
| 549 |                 Vector3 mOrigin; | 
|---|
| 550 |                 bool mVisible; | 
|---|
| 551 |         /// Flags to indicate whether the World Transform Inverse matrices are passed to the shaders | 
|---|
| 552 |         bool mProvideWorldInverses; | 
|---|
| 553 |         /// The render queue to use when rendering this object | 
|---|
| 554 |         uint8 mRenderQueueID; | 
|---|
| 555 |                 /// Flags whether the RenderQueue's default should be used. | 
|---|
| 556 |                 bool mRenderQueueIDSet; | 
|---|
| 557 |                 /// number of objects in the batch | 
|---|
| 558 |                 unsigned int mObjectCount; | 
|---|
| 559 |                 QueuedSubMeshList mQueuedSubMeshes; | 
|---|
| 560 |                 BatchInstance*mInstancedGeometryInstance; | 
|---|
| 561 |                 /**this is just a pointer to the base skeleton that will be used for each animated object in the batches | 
|---|
| 562 |                 This pointer has a value only during the creation of the InstancedGeometry | 
|---|
| 563 |                 */ | 
|---|
| 564 |                 SkeletonPtr mBaseSkeleton; | 
|---|
| 565 |                 SkeletonInstance *mSkeletonInstance; | 
|---|
| 566 |                 /**This is the main animation state. All "objects" in the batch will use an instance of this animation | 
|---|
| 567 |                 state | 
|---|
| 568 |                 */ | 
|---|
| 569 |                 AnimationStateSet* mAnimationState; | 
|---|
| 570 |                 /// List of geometry which has been optimised for SubMesh use | 
|---|
| 571 |                 /// This is the primary storage used for cleaning up later | 
|---|
| 572 |                 OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; | 
|---|
| 573 |  | 
|---|
| 574 |                 /** Cached links from SubMeshes to (potentially optimised) geometry | 
|---|
| 575 |                         This is not used for deletion since the lookup may reference | 
|---|
| 576 |                         original vertex data | 
|---|
| 577 |                 */ | 
|---|
| 578 |                 SubMeshGeometryLookup mSubMeshGeometryLookup; | 
|---|
| 579 |                          | 
|---|
| 580 |                 /// Map of BatchInstances | 
|---|
| 581 |                 BatchInstanceMap mBatchInstanceMap; | 
|---|
| 582 |                 /** This vector stores all the renderOperation used in the batch.  | 
|---|
| 583 |                 See the type definition for more details. | 
|---|
| 584 |                 */ | 
|---|
| 585 |                 RenderOperationVector mRenderOps; | 
|---|
| 586 |                 /** Virtual method for getting a BatchInstance most suitable for the | 
|---|
| 587 |                         passed in bounds. Can be overridden by subclasses. | 
|---|
| 588 |                 */ | 
|---|
| 589 |                 virtual BatchInstance* getBatchInstance(const AxisAlignedBox& bounds, bool autoCreate); | 
|---|
| 590 |                 /** Get the BatchInstance within which a point lies */ | 
|---|
| 591 |                 virtual BatchInstance* getBatchInstance(const Vector3& point, bool autoCreate); | 
|---|
| 592 |                 /** Get the BatchInstance using indexes */ | 
|---|
| 593 |                 virtual BatchInstance* getBatchInstance(ushort x, ushort y, ushort z, bool autoCreate); | 
|---|
| 594 |                 /** Get the BatchInstance using a packed index, returns null if it doesn't exist. */ | 
|---|
| 595 |                 virtual BatchInstance* getBatchInstance(uint32 index); | 
|---|
| 596 |                 /** Get the BatchInstance indexes for a point. | 
|---|
| 597 |                 */ | 
|---|
| 598 |                 virtual void getBatchInstanceIndexes(const Vector3& point,  | 
|---|
| 599 |                         ushort& x, ushort& y, ushort& z); | 
|---|
| 600 |                 /** get the first BatchInstance or create on if it does not exists. | 
|---|
| 601 |                 */ | 
|---|
| 602 |                 virtual BatchInstance* getInstancedGeometryInstance(void); | 
|---|
| 603 |                 /** Pack 3 indexes into a single index value | 
|---|
| 604 |                 */ | 
|---|
| 605 |                 virtual uint32 packIndex(ushort x, ushort y, ushort z); | 
|---|
| 606 |                 /** Get the volume intersection for an indexed BatchInstance with some bounds. | 
|---|
| 607 |                 */ | 
|---|
| 608 |                 virtual Real getVolumeIntersection(const AxisAlignedBox& box,   | 
|---|
| 609 |                         ushort x, ushort y, ushort z); | 
|---|
| 610 |                 /** Get the bounds of an indexed BatchInstance. | 
|---|
| 611 |                 */ | 
|---|
| 612 |                 virtual AxisAlignedBox getBatchInstanceBounds(ushort x, ushort y, ushort z); | 
|---|
| 613 |                 /** Get the centre of an indexed BatchInstance. | 
|---|
| 614 |                 */ | 
|---|
| 615 |                 virtual Vector3 getBatchInstanceCentre(ushort x, ushort y, ushort z); | 
|---|
| 616 |                 /** Calculate world bounds from a set of vertex data. */ | 
|---|
| 617 |                 virtual AxisAlignedBox calculateBounds(VertexData* vertexData,  | 
|---|
| 618 |                         const Vector3& position, const Quaternion& orientation,  | 
|---|
| 619 |                         const Vector3& scale); | 
|---|
| 620 |                 /** Look up or calculate the geometry data to use for this SubMesh */ | 
|---|
| 621 |                 SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); | 
|---|
| 622 |                 /** Split some shared geometry into dedicated geometry. */ | 
|---|
| 623 |                 void splitGeometry(VertexData* vd, IndexData* id,  | 
|---|
| 624 |                         SubMeshLodGeometryLink* targetGeomLink); | 
|---|
| 625 |  | 
|---|
| 626 |                 typedef map<size_t, size_t>::type IndexRemap; | 
|---|
| 627 |                 /** Method for figuring out which vertices are used by an index buffer | 
|---|
| 628 |                         and calculating a remap lookup for a vertex buffer just containing | 
|---|
| 629 |                         those vertices.  | 
|---|
| 630 |                 */ | 
|---|
| 631 |                 template <typename T> | 
|---|
| 632 |                 void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) | 
|---|
| 633 |                 { | 
|---|
| 634 |                         remap.clear(); | 
|---|
| 635 |                         for (size_t i = 0; i < numIndexes; ++i) | 
|---|
| 636 |                         { | 
|---|
| 637 |                                 // use insert since duplicates are silently discarded | 
|---|
| 638 |                                 remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); | 
|---|
| 639 |                                 // this will have mapped oldindex -> new index IF oldindex | 
|---|
| 640 |                                 // wasn't already there | 
|---|
| 641 |                         } | 
|---|
| 642 |                 } | 
|---|
| 643 |                 /** Method for altering indexes based on a remap. */ | 
|---|
| 644 |                 template <typename T> | 
|---|
| 645 |                 void remapIndexes(T* src, T* dst, const IndexRemap& remap,  | 
|---|
| 646 |                                 size_t numIndexes) | 
|---|
| 647 |                 { | 
|---|
| 648 |                         for (size_t i = 0; i < numIndexes; ++i) | 
|---|
| 649 |                         { | 
|---|
| 650 |                                 // look up original and map to target | 
|---|
| 651 |                                 IndexRemap::const_iterator ix = remap.find(*src++); | 
|---|
| 652 |                                 assert(ix != remap.end()); | 
|---|
| 653 |                                 *dst++ = static_cast<T>(ix->second); | 
|---|
| 654 |                         } | 
|---|
| 655 |                 } | 
|---|
| 656 |                  | 
|---|
| 657 |         public: | 
|---|
| 658 |                 /// Constructor; do not use directly (@see SceneManager::createInstancedGeometry) | 
|---|
| 659 |                 InstancedGeometry(SceneManager* owner, const String& name); | 
|---|
| 660 |                 /// Destructor | 
|---|
| 661 |                 virtual ~InstancedGeometry(); | 
|---|
| 662 |  | 
|---|
| 663 |                 /// Get the name of this object | 
|---|
| 664 |                 const String& getName(void) const { return mName; } | 
|---|
| 665 |                 /** Adds an Entity to the static geometry. | 
|---|
| 666 |                 @remarks | 
|---|
| 667 |                         This method takes an existing Entity and adds its details to the  | 
|---|
| 668 |                         list of elements to include when building. Note that the Entity | 
|---|
| 669 |                         itself is not copied or referenced in this method; an Entity is  | 
|---|
| 670 |                         passed simply so that you can change the materials of attached  | 
|---|
| 671 |                         SubEntity objects if you want. You can add the same Entity  | 
|---|
| 672 |                         instance multiple times with different material settings  | 
|---|
| 673 |                         completely safely, and destroy the Entity before destroying  | 
|---|
| 674 |                         this InstancedGeometry if you like. The Entity passed in is simply  | 
|---|
| 675 |                         used as a definition. | 
|---|
| 676 |                 @note Must be called before 'build'. | 
|---|
| 677 |         @note All added entities must use the same LOD strategy. | 
|---|
| 678 |                 @param ent The Entity to use as a definition (the Mesh and Materials  | 
|---|
| 679 |                         referenced will be recorded for the build call). | 
|---|
| 680 |                 @param position The world position at which to add this Entity | 
|---|
| 681 |                 @param orientation The world orientation at which to add this Entity | 
|---|
| 682 |                 @param scale The scale at which to add this entity | 
|---|
| 683 |                 */ | 
|---|
| 684 |                 virtual void addEntity(Entity* ent, const Vector3& position, | 
|---|
| 685 |                         const Quaternion& orientation = Quaternion::IDENTITY,  | 
|---|
| 686 |                         const Vector3& scale = Vector3::UNIT_SCALE); | 
|---|
| 687 |  | 
|---|
| 688 |                 /** Adds all the Entity objects attached to a SceneNode and all it's | 
|---|
| 689 |                         children to the static geometry. | 
|---|
| 690 |                 @remarks | 
|---|
| 691 |                         This method performs just like addEntity, except it adds all the  | 
|---|
| 692 |                         entities attached to an entire sub-tree to the geometry.  | 
|---|
| 693 |                         The position / orientation / scale parameters are taken from the | 
|---|
| 694 |                         node structure instead of being specified manually.  | 
|---|
| 695 |                 @note | 
|---|
| 696 |                         The SceneNode you pass in will not be automatically detached from  | 
|---|
| 697 |                         it's parent, so if you have this node already attached to the scene | 
|---|
| 698 |                         graph, you will need to remove it if you wish to avoid the overhead | 
|---|
| 699 |                         of rendering <i>both</i> the original objects and their new static | 
|---|
| 700 |                         versions! We don't do this for you incase you are preparing this  | 
|---|
| 701 |                         in advance and so don't want the originals detached yet.  | 
|---|
| 702 |                 @note Must be called before 'build'. | 
|---|
| 703 |         @note All added entities must use the same LOD strategy. | 
|---|
| 704 |                 @param node Pointer to the node to use to provide a set of Entity  | 
|---|
| 705 |                         templates | 
|---|
| 706 |                 */ | 
|---|
| 707 |                 virtual void addSceneNode(const SceneNode* node); | 
|---|
| 708 |  | 
|---|
| 709 |                 /** Build the geometry.  | 
|---|
| 710 |                 @remarks | 
|---|
| 711 |                         Based on all the entities which have been added, and the batching  | 
|---|
| 712 |                         options which have been set, this method constructs     the batched  | 
|---|
| 713 |                         geometry structures required. The batches are added to the scene  | 
|---|
| 714 |                         and will be rendered unless you specifically hide them. | 
|---|
| 715 |                 @note | 
|---|
| 716 |                         Once you have called this method, you can no longer add any more  | 
|---|
| 717 |                         entities. | 
|---|
| 718 |                 */ | 
|---|
| 719 |                 virtual void build(void); | 
|---|
| 720 |                         /** Add a new batch instance | 
|---|
| 721 |                 @remarks | 
|---|
| 722 |                                 This method add a new instance of the whole batch, by creating a new  | 
|---|
| 723 |                                 BatchInstance, containing new LOD buckets, material buckets and geometry buckets. | 
|---|
| 724 |                                 The new geometry buckets will use the same buffers as the base bucket. | 
|---|
| 725 |                 @note | 
|---|
| 726 |                         no note | 
|---|
| 727 |                 */ | 
|---|
| 728 |                 void addBatchInstance(void); | 
|---|
| 729 |                 /** Destroys all the built geometry state (reverse of build).  | 
|---|
| 730 |                 @remarks | 
|---|
| 731 |                         You can call build() again after this and it will pick up all the | 
|---|
| 732 |                         same entities / nodes you queued last time. | 
|---|
| 733 |                 */ | 
|---|
| 734 |                 virtual void destroy(void); | 
|---|
| 735 |  | 
|---|
| 736 |                 /** Clears any of the entities / nodes added to this geometry and  | 
|---|
| 737 |                         destroys anything which has already been built. | 
|---|
| 738 |                 */ | 
|---|
| 739 |                 virtual void reset(void); | 
|---|
| 740 |  | 
|---|
| 741 |                 /** Sets the distance at which batches are no longer rendered. | 
|---|
| 742 |                 @remarks | 
|---|
| 743 |                         This lets you turn off batches at a given distance. This can be  | 
|---|
| 744 |                         useful for things like detail meshes (grass, foliage etc) and could | 
|---|
| 745 |                         be combined with a shader which fades the geometry out beforehand  | 
|---|
| 746 |                         to lessen the effect. | 
|---|
| 747 |                 @param dist Distance beyond which the batches will not be rendered  | 
|---|
| 748 |                         (the default is 0, which means batches are always rendered). | 
|---|
| 749 |                 */ | 
|---|
| 750 |                 virtual void setRenderingDistance(Real dist) {  | 
|---|
| 751 |                         mUpperDistance = dist;  | 
|---|
| 752 |                         mSquaredUpperDistance = mUpperDistance * mUpperDistance; | 
|---|
| 753 |                 } | 
|---|
| 754 |  | 
|---|
| 755 |                 /** Gets the distance at which batches are no longer rendered. */ | 
|---|
| 756 |                 virtual Real getRenderingDistance(void) const { return mUpperDistance; } | 
|---|
| 757 |  | 
|---|
| 758 |                 /** Gets the squared distance at which batches are no longer rendered. */ | 
|---|
| 759 |                 virtual Real getSquaredRenderingDistance(void) const  | 
|---|
| 760 |                 { return mSquaredUpperDistance; } | 
|---|
| 761 |  | 
|---|
| 762 |                 /** Hides or shows all the batches. */ | 
|---|
| 763 |                 virtual void setVisible(bool visible); | 
|---|
| 764 |  | 
|---|
| 765 |                 /** Are the batches visible? */ | 
|---|
| 766 |                 virtual bool isVisible(void) const { return mVisible; } | 
|---|
| 767 |  | 
|---|
| 768 |                 /** Sets whether this geometry should cast shadows. | 
|---|
| 769 |                 @remarks | 
|---|
| 770 |                         No matter what the settings on the original entities, | 
|---|
| 771 |                         the InstancedGeometry class defaults to not casting shadows.  | 
|---|
| 772 |                         This is because, being static, unless you have moving lights | 
|---|
| 773 |                         you'd be better to use precalculated shadows of some sort. | 
|---|
| 774 |                         However, if you need them, you can enable them using this | 
|---|
| 775 |                         method. If the SceneManager is set up to use stencil shadows, | 
|---|
| 776 |                         edge lists will be copied from the underlying meshes on build. | 
|---|
| 777 |                         It is essential that all meshes support stencil shadows in this | 
|---|
| 778 |                         case. | 
|---|
| 779 |                 @note If you intend to use stencil shadows, you must set this to  | 
|---|
| 780 |                         true before calling 'build' as well as making sure you set the | 
|---|
| 781 |                         scene's shadow type (that should always be the first thing you do | 
|---|
| 782 |                         anyway). You can turn shadows off temporarily but they can never  | 
|---|
| 783 |                         be turned on if they were not at the time of the build.  | 
|---|
| 784 |                 */ | 
|---|
| 785 |                 virtual void setCastShadows(bool castShadows); | 
|---|
| 786 |                 /// Will the geometry from this object cast shadows? | 
|---|
| 787 |                 virtual bool getCastShadows(void) { return mCastShadows; } | 
|---|
| 788 |  | 
|---|
| 789 |                 /** Sets the size of a single BatchInstance of geometry. | 
|---|
| 790 |                 @remarks | 
|---|
| 791 |                         This method allows you to configure the physical world size of  | 
|---|
| 792 |                         each BatchInstance, so you can balance culling against batch size. Entities | 
|---|
| 793 |                         will be fitted within the batch they most closely fit, and the  | 
|---|
| 794 |                         eventual bounds of each batch may well be slightly larger than this | 
|---|
| 795 |                         if they overlap a little. The default is Vector3(1000, 1000, 1000). | 
|---|
| 796 |                 @note Must be called before 'build'. | 
|---|
| 797 |                 @param size Vector3 expressing the 3D size of each BatchInstance. | 
|---|
| 798 |                 */ | 
|---|
| 799 |                 virtual void setBatchInstanceDimensions(const Vector3& size) {  | 
|---|
| 800 |                         mBatchInstanceDimensions = size;  | 
|---|
| 801 |                         mHalfBatchInstanceDimensions = size * 0.5; | 
|---|
| 802 |                 } | 
|---|
| 803 |                 /** Gets the size of a single batch of geometry. */ | 
|---|
| 804 |                 virtual const Vector3& getBatchInstanceDimensions(void) const { return mBatchInstanceDimensions; } | 
|---|
| 805 |                 /** Sets the origin of the geometry. | 
|---|
| 806 |                 @remarks | 
|---|
| 807 |                         This method allows you to configure the world centre of the geometry, | 
|---|
| 808 |                         thus the place which all BatchInstances surround. You probably don't need  | 
|---|
| 809 |                         to mess with this unless you have a seriously large world, since the | 
|---|
| 810 |                         default set up can handle an area 1024 * mBatchInstanceDimensions, and  | 
|---|
| 811 |                         the sparseness of population is no issue when it comes to rendering. | 
|---|
| 812 |                         The default is Vector3(0,0,0). | 
|---|
| 813 |                 @note Must be called before 'build'. | 
|---|
| 814 |                 @param origin Vector3 expressing the 3D origin of the geometry. | 
|---|
| 815 |                 */ | 
|---|
| 816 |                 virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } | 
|---|
| 817 |                 /** Gets the origin of this geometry. */ | 
|---|
| 818 |                 virtual const Vector3& getOrigin(void) const { return mOrigin; } | 
|---|
| 819 |  | 
|---|
| 820 |         /** Sets the render queue group this object will be rendered through. | 
|---|
| 821 |         @remarks | 
|---|
| 822 |             Render queues are grouped to allow you to more tightly control the ordering | 
|---|
| 823 |             of rendered objects. If you do not call this method, all  objects default | 
|---|
| 824 |             to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for  | 
|---|
| 825 |                         most objects. You may want to alter this if you want to perform more complex | 
|---|
| 826 |                         rendering. | 
|---|
| 827 |         @par | 
|---|
| 828 |             See RenderQueue for more details. | 
|---|
| 829 |         @param queueID Enumerated value of the queue group to use. | 
|---|
| 830 |         */ | 
|---|
| 831 |         virtual void setRenderQueueGroup(uint8 queueID); | 
|---|
| 832 |  | 
|---|
| 833 |         /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ | 
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| 834 |         virtual uint8 getRenderQueueGroup(void) const; | 
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| 835 |                 /// Iterator for iterating over contained BatchInstances | 
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| 836 |                 typedef MapIterator<BatchInstanceMap> BatchInstanceIterator; | 
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| 837 |                 /// Get an iterator over the BatchInstances in this geometry | 
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| 838 |                 BatchInstanceIterator getBatchInstanceIterator(void); | 
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| 839 |                 /// get the mRenderOps vector. | 
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| 840 |                 RenderOperationVector& getRenderOperationVector(){return mRenderOps;} | 
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| 841 |                 /// @copydoc MovableObject::visitRenderables | 
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| 842 |                 void visitRenderables(Renderable::Visitor* visitor,  | 
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| 843 |                         bool debugRenderables = false); | 
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| 844 |  | 
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| 845 |                 /** Dump the contents of this InstancedGeometry to a file for diagnostic | 
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| 846 |                         purposes. | 
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| 847 |                 */ | 
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| 848 |                 virtual void dump(const String& filename) const; | 
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| 849 |                 /** | 
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| 850 |                 @remarks | 
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| 851 |                 Return the skeletonInstance that will be used  | 
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| 852 |                 */ | 
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| 853 |                 SkeletonInstance *getBaseSkeletonInstance(void){return mSkeletonInstance;} | 
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| 854 |                 /** | 
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| 855 |                 @remarks | 
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| 856 |                 Return the skeleton that is shared by all instanced objects. | 
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| 857 |                 */ | 
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| 858 |                 SkeletonPtr getBaseSkeleton(void){return mBaseSkeleton;} | 
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| 859 |                 /** | 
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| 860 |                 @remarks | 
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| 861 |                 Return the animation state that will be cloned each time an InstancedObject is made | 
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| 862 |                 */ | 
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| 863 |                 AnimationStateSet* getBaseAnimationState(void){return mAnimationState;} | 
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| 864 |                 /** | 
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| 865 |                 @remarks | 
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| 866 |                 return the total number of object that are in all the batches | 
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| 867 |                 */ | 
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| 868 |                 unsigned int getObjectCount(void){return mObjectCount;} | 
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| 869 |  | 
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| 870 |         /** | 
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| 871 |         @remarks | 
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| 872 |         Allows World Transform Inverse matrices to be passed as shader constants along with the world | 
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| 873 |         transform matrix list. Reduces the number of usable geometries in an instance to 40 instead of 80. | 
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| 874 |                 The inverse matrices are interleaved with the world matrices at n+1. | 
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| 875 |         */ | 
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| 876 |         virtual void setProvideWorldInverses(bool flag); | 
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| 877 |  | 
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| 878 |         /** | 
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| 879 |         @remarks | 
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| 880 |         Returns the toggle state indicating whether the World Transform INVERSE matrices would | 
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| 881 |         be passed to the shaders. | 
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| 882 |         */ | 
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| 883 |         virtual bool getProvideWorldInverses(void) const { return mProvideWorldInverses; } | 
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| 884 |         }; | 
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| 885 |  | 
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| 886 |         /** @} */ | 
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| 887 |         /** @} */ | 
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| 888 | } | 
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| 889 |  | 
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| 890 | #include "OgreHeaderSuffix.h" | 
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| 891 |  | 
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| 892 | #endif | 
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| 893 |  | 
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