/src/ogre/OgreMain/include/OgreInstanceBatchHW.h
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1 | | /* |
2 | | ----------------------------------------------------------------------------- |
3 | | This source file is part of OGRE |
4 | | (Object-oriented Graphics Rendering Engine) |
5 | | For the latest info, see http://www.ogre3d.org/ |
6 | | |
7 | | Copyright (c) 2000-2014 Torus Knot Software Ltd |
8 | | |
9 | | Permission is hereby granted, free of charge, to any person obtaining a copy |
10 | | of this software and associated documentation files (the "Software"), to deal |
11 | | in the Software without restriction, including without limitation the rights |
12 | | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
13 | | copies of the Software, and to permit persons to whom the Software is |
14 | | furnished to do so, subject to the following conditions: |
15 | | |
16 | | The above copyright notice and this permission notice shall be included in |
17 | | all copies or substantial portions of the Software. |
18 | | |
19 | | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
20 | | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
21 | | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
22 | | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
23 | | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
24 | | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
25 | | THE SOFTWARE. |
26 | | ----------------------------------------------------------------------------- |
27 | | */ |
28 | | #ifndef __InstanceBatchHW_H__ |
29 | | #define __InstanceBatchHW_H__ |
30 | | |
31 | | #include "OgreInstanceBatch.h" |
32 | | |
33 | | namespace Ogre |
34 | | { |
35 | | /** \addtogroup Core |
36 | | * @{ |
37 | | */ |
38 | | /** \addtogroup Scene |
39 | | * @{ |
40 | | */ |
41 | | |
42 | | /** This is technique requires true instancing hardware support. |
43 | | |
44 | | Basically it creates a cloned vertex buffer from the original, with an extra buffer containing |
45 | | 3 additional @c TEXCOORDS (12 bytes) repeated as much as the instance count. |
46 | | That will be used for each instance data. |
47 | | |
48 | | The main advantage of this technique is that it's <em>VERY</em> fast; but it doesn't support |
49 | | skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles, |
50 | | debris, bricks, trees, sprites. |
51 | | This batch is one of the few (if not the only) techniques that allows culling on an individual |
52 | | basis. This means we can save vertex shader performance for instances that aren't in scene or |
53 | | just not focused by the camera. |
54 | | */ |
55 | | class _OgreExport InstanceBatchHW : public InstanceBatch |
56 | | { |
57 | | bool mKeepStatic; |
58 | | |
59 | | void setupVertices( const SubMesh* baseSubMesh ) override; |
60 | | void setupIndices( const SubMesh* baseSubMesh ) override; |
61 | | |
62 | | bool checkSubMeshCompatibility( const SubMesh* baseSubMesh ) override; |
63 | | |
64 | | size_t updateVertexBuffer( Camera *currentCamera ); |
65 | | |
66 | | public: |
67 | | InstanceBatchHW( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, |
68 | | size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, |
69 | | const String &batchName ); |
70 | | virtual ~InstanceBatchHW(); |
71 | | |
72 | | /** @see InstanceBatch::calculateMaxNumInstances */ |
73 | | size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const override; |
74 | | |
75 | | /** @see InstanceBatch::buildFrom */ |
76 | | void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation ) override; |
77 | | |
78 | | /** Overloaded so that we don't perform needless updates when in static mode. Also doing that |
79 | | could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we |
80 | | really are when displaying, or that we're somewhere else) |
81 | | */ |
82 | | void _boundsDirty(void) override; |
83 | | |
84 | | /** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity |
85 | | cull check is made. This means if the camera is looking at only one instance, all instances |
86 | | are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU |
87 | | power and a bit of bus bandwidth. |
88 | | */ |
89 | | void setStaticAndUpdate( bool bStatic ) override; |
90 | | |
91 | 0 | bool isStatic() const override { return mKeepStatic; } |
92 | | |
93 | | //Renderable overloads |
94 | | void getWorldTransforms( Matrix4* xform ) const override; |
95 | | |
96 | | /** Overloaded to avoid updating skeletons (which we don't support), check visibility on a |
97 | | per unit basis and finally updated the vertex buffer */ |
98 | | void _updateRenderQueue( RenderQueue* queue ) override; |
99 | | }; |
100 | | } |
101 | | |
102 | | #endif |