Coverage Report

Created: 2025-08-25 06:48

/src/ogre/OgreMain/include/OgreInstanceBatchHW_VTF.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __InstanceBatchHW_VTF_H__
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#define __InstanceBatchHW_VTF_H__
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#include "OgreInstanceBatchVTF.h"
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namespace Ogre
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{
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Scene
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    *  @{
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    */
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    /** Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and
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        hardware instancing.
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        @see BaseInstanceBatchVTF and @see InstanceBatchHW
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        The advantage over TextureVTF technique, is that this implements a basic culling algorithm
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        to avoid useless processing in vertex shader and uses a lot less VRAM and memory bandwidth
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        Basically it has the benefits of both TextureVTF (skeleton animations) and HWInstancingBasic
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        (lower memory consumption and basic culling) techniques
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        Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902
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        @author
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            Matias N. Goldberg ("dark_sylinc")
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     */
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    class _OgreExport InstanceBatchHW_VTF : public BaseInstanceBatchVTF
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    {
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    protected:
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        bool    mKeepStatic;
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        //Pointer to the buffer containing the per instance vertex data
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        HardwareVertexBufferSharedPtr mInstanceVertexBuffer;
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        void setupVertices( const SubMesh* baseSubMesh ) override;
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        void setupIndices( const SubMesh* baseSubMesh ) override;
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        /** Creates 2 TEXCOORD semantics that will be used to sample the vertex texture */
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        void createVertexSemantics( VertexData *thisVertexData, VertexData *baseVertexData,
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            const HWBoneIdxVec &hwBoneIdx, const HWBoneWgtVec& hwBoneWgt ) override;
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        /** updates the vertex buffer containing the per instance data 
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        @param[in] isFirstTime Tells if this is the first time the buffer is being updated
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        @param[in] currentCamera The camera being used for render (valid when using bone matrix lookup)
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        @return The number of instances to be rendered
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        */
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        virtual size_t updateInstanceDataBuffer(bool isFirstTime, Camera* currentCamera);
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        bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ) override;
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        /** Keeps filling the VTF with world matrix data. Overloaded to avoid culled objects
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            and update visible instances' animation
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        */
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        size_t updateVertexTexture( Camera *currentCamera );
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        bool matricesTogetherPerRow() const override { return true; }
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    public:
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        InstanceBatchHW_VTF( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
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                            size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
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                            const String &batchName );
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        virtual ~InstanceBatchHW_VTF();
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        /** @see InstanceBatch::calculateMaxNumInstances */
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        size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const override;
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        /** @copydoc InstanceBatchHW::_boundsDirty */
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        void _boundsDirty(void) override;
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        /** @copydoc InstanceBatchHW::setStaticAndUpdate */
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        void setStaticAndUpdate( bool bStatic ) override;
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        bool isStatic() const override { return mKeepStatic; }
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        /** Overloaded to visibility on a per unit basis and finally updated the vertex texture */
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        void _updateRenderQueue( RenderQueue* queue ) override;
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    };
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}
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#endif