Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreInstanceBatchHW.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_H__
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#define __InstanceBatchHW_H__
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#include "OgreInstanceBatch.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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    /** This is technique requires true instancing hardware support.
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        Basically it creates a cloned vertex buffer from the original, with an extra buffer containing
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        3 additional @c TEXCOORDS (12 bytes) repeated as much as the instance count.
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        That will be used for each instance data.
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        The main advantage of this technique is that it's <em>VERY</em> fast; but it doesn't support
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        skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles,
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        debris, bricks, trees, sprites.
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        This batch is one of the few (if not the only) techniques that allows culling on an individual
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        basis. This means we can save vertex shader performance for instances that aren't in scene or
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        just not focused by the camera.
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     */
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    class _OgreExport InstanceBatchHW : public InstanceBatch
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    {
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        bool    mKeepStatic;
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        void setupVertices( const SubMesh* baseSubMesh ) override;
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        void setupIndices( const SubMesh* baseSubMesh ) override;
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        bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ) override;
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        size_t updateVertexBuffer( Camera *currentCamera );
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    public:
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        InstanceBatchHW( 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();
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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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        /** @see InstanceBatch::buildFrom */
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        void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ) override;
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        /** Overloaded so that we don't perform needless updates when in static mode. Also doing that
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            could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we
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            really are when displaying, or that we're somewhere else)
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        */
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        void _boundsDirty(void) override;
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        /** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity
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            cull check is made. This means if the camera is looking at only one instance, all instances
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            are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU
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            power and a bit of bus bandwidth.
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        */
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        void setStaticAndUpdate( bool bStatic ) override;
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        bool isStatic() const override                       { return mKeepStatic; }
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        //Renderable overloads
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        void getWorldTransforms( Matrix4* xform ) const override;
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        /** Overloaded to avoid updating skeletons (which we don't support), check visibility on a
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            per unit basis and finally updated the vertex buffer */
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        void _updateRenderQueue( RenderQueue* queue ) override;
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    };
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}
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#endif