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) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 |
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26 | #ifndef __OgreManualObject_H__
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27 | #define __OgreManualObject_H__
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28 |
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29 | #include "OgrePrerequisites.h"
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30 | #include "OgreMovableObject.h"
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31 | #include "OgreRenderable.h"
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32 | #include "OgreResourceGroupManager.h"
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33 |
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34 |
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35 | namespace Ogre
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36 | {
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37 | /** Class providing a much simplified interface to generating manual
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38 | objects with custom geometry.
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39 | @remarks
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40 | Building one-off geometry objects manually usually requires getting
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41 | down and dirty with the vertex buffer and vertex declaration API,
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42 | which some people find a steep learning curve. This class gives you
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43 | a simpler interface specifically for the purpose of building a one-off
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44 | 3D object simply and quickly. Note that if you intend to instance your
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45 | object you will still need to become familiar with the Mesh class.
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46 | @par
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47 | This class draws heavily on the interface for OpenGL
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48 | immediate-mode (glBegin, glVertex, glNormal etc), since this
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49 | is generally well-liked by people. There are a couple of differences
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50 | in the results though - internally this class still builds hardware
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51 | buffers which can be re-used, so you can render the resulting object
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52 | multiple times without re-issuing all the same commands again.
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53 | Secondly, the rendering is not immediate, it is still queued just like
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54 | all OGRE objects. This makes this object more efficient than the
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55 | equivalent GL immediate-mode commands, so it's feasible to use it for
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56 | large objects if you really want to.
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57 | @par
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58 | To construct some geometry with this object:
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59 | -# If you know roughly how many vertices (and indices, if you use them)
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60 | you're going to submit, call estimateVertexCount and estimateIndexCount.
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61 | This is not essential but will make the process more efficient by saving
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62 | memory reallocations.
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63 | -# Call begin() to begin entering data
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64 | -# For each vertex, call position(), normal(), textureCoord(), colour()
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65 | to define your vertex data. Note that each time you call position()
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66 | you start a new vertex. Note that the first vertex defines the
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67 | components of the vertex - you can't add more after that. For example
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68 | if you didn't call normal() in the first vertex, you cannot call it
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69 | in any others. You ought to call the same combination of methods per
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70 | vertex.
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71 | -# If you want to define triangles (or lines/points) by indexing into the vertex list,
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72 | you can call index() as many times as you need to define them.
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73 | If you don't do this, the class will assume you want triangles drawn
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74 | directly as defined by the vertex list, ie non-indexed geometry. Note
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75 | that stencil shadows are only supported on indexed geometry, and that
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76 | indexed geometry is a little faster; so you should try to use it.
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77 | -# Call end() to finish entering data.
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78 | -# Optionally repeat the begin-end cycle if you want more geometry
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79 | using different rendering operation types, or different materials
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80 | After calling end(), the class will organise the data for that section
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81 | internally and make it ready to render with. Like any other
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82 | MovableObject you should attach the object to a SceneNode to make it
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83 | visible. Other aspects like the relative render order can be controlled
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84 | using standard MovableObject methods like setRenderQueueGroup.
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85 | @par
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86 | Note that like all OGRE geometry, triangles should be specified in
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87 | anti-clockwise winding order (whether you're doing it with just
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88 | vertices, or using indexes too). That is to say that the front of the
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89 | face is the one where the vertices are listed in anti-clockwise order.
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90 | */
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91 | class _OgreExport ManualObject : public MovableObject
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92 | {
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93 | public:
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94 | ManualObject(const String& name);
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95 | virtual ~ManualObject();
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96 |
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97 | /** Completely clear the contents of the object.
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98 | @remarks
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99 | This class is not designed for dynamic vertex data, since the
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100 | translation it has to perform is not suitable for frame-by-frame
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101 | updates. However if you do want to modify the contents from time
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102 | to time you can do so by clearing and re-specifying the data.
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103 | */
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104 | virtual void clear(void);
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105 |
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106 | /** Estimate the number of vertices ahead of time.
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107 | @remarks
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108 | Calling this helps to avoid memory reallocation when you define
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109 | vertices.
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110 | */
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111 | virtual void estimateVertexCount(size_t vcount);
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112 |
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113 | /** Estimate the number of vertices ahead of time.
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114 | @remarks
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115 | Calling this helps to avoid memory reallocation when you define
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116 | indices.
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117 | */
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118 | virtual void estimateIndexCount(size_t icount);
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119 |
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120 | /** Start defining a part of the object.
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121 | @remarks
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122 | Each time you call this method, you start a new section of the
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123 | object with its own material and potentially its own type of
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124 | rendering operation (triangles, points or lines for example).
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125 | @param materialName The name of the material to render this part of the
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126 | object with.
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127 | @param opType The type of operation to use to render.
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128 | */
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129 | virtual void begin(const String& materialName,
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130 | RenderOperation::OperationType opType = RenderOperation::OT_TRIANGLE_LIST);
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131 | /** Add a vertex position, starting a new vertex at the same time.
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132 | @remarks A vertex position is slightly special among the other vertex data
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133 | methods like normal() and textureCoord(), since calling it indicates
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134 | the start of a new vertex. All other vertex data methods you call
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135 | after this are assumed to be adding more information (like normals or
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136 | texture coordinates) to the last vertex started with position().
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137 | */
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138 | virtual void position(const Vector3& pos);
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139 | /// @copydoc ManualObject::position(const Vector3&)
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140 | virtual void position(Real x, Real y, Real z);
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141 |
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142 | /** Add a vertex normal to the current vertex.
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143 | @remarks
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144 | Vertex normals are most often used for dynamic lighting, and
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145 | their components should be normalised.
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146 | */
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147 | virtual void normal(const Vector3& norm);
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148 | /// @copydoc ManualObject::normal(const Vector3&)
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149 | virtual void normal(Real x, Real y, Real z);
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150 |
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151 | /** Add a texture coordinate to the current vertex.
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152 | @remarks
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153 | You can call this method multiple times between position() calls
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154 | to add multiple texture coordinates to a vertex. Each one can have
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155 | between 1 and 3 dimensions, depending on your needs, although 2 is
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156 | most common. There are several versions of this method for the
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157 | variations in number of dimensions.
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158 | */
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159 | virtual void textureCoord(Real u);
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160 | /// @copydoc ManualObject::textureCoord(Real)
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161 | virtual void textureCoord(Real u, Real v);
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162 | /// @copydoc ManualObject::textureCoord(Real)
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163 | virtual void textureCoord(Real u, Real v, Real w);
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164 | /// @copydoc ManualObject::textureCoord(Real)
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165 | virtual void textureCoord(const Vector2& uv);
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166 | /// @copydoc ManualObject::textureCoord(Real)
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167 | virtual void textureCoord(const Vector3& uvw);
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168 |
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169 | /** Add a vertex colour to a vertex.
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170 | */
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171 | virtual void colour(const ColourValue& col);
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172 | /** Add a vertex colour to a vertex.
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173 | @param r,g,b,a Colour components expressed as floating point numbers from 0-1
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174 | */
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175 | virtual void colour(Real r, Real g, Real b, Real a = 1.0f);
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176 |
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177 | /** Add a vertex index to construct faces / lines / points via indexing
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178 | rather than just by a simple list of vertices.
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179 | @remarks
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180 | You will have to call this 3 times for each face for a triangle list,
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181 | or use the alternative 3-parameter version. Other operation types
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182 | require different numbers of indexes, @see RenderOperation::OperationType.
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183 | @note
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184 | 32-bit indexes are not supported on all cards which is why this
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185 | class only allows 16-bit indexes, for simplicity and ease of use.
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186 | @param idx A vertex index from 0 to 65535.
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187 | */
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188 | virtual void index(uint16 idx);
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189 | /** Add a set of 3 vertex indices to construct a triangle; this is a
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190 | shortcut to calling index() 3 times. It is only valid for triangle
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191 | lists.
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192 | @note
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193 | 32-bit indexes are not supported on all cards which is why this
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194 | class only allows 16-bit indexes, for simplicity and ease of use.
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195 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face.
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196 | */
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197 | virtual void triangle(uint16 i1, uint16 i2, uint16 i3);
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198 | /** Add a set of 4 vertex indices to construct a quad (out of 2
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199 | triangles); this is a shortcut to calling index() 6 times,
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200 | or triangle() twice. It's only valid for triangle list operations.
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201 | @note
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202 | 32-bit indexes are not supported on all cards which is why this
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203 | class only allows 16-bit indexes, for simplicity and ease of use.
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204 | @param i1, i2, i3 3 vertex indices from 0 to 65535 defining a face.
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205 | */
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206 | virtual void quad(uint16 i1, uint16 i2, uint16 i3, uint16 i4);
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207 |
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208 | /** Finish defining the object and compile the final renderable version. */
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209 | virtual void end(void);
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210 |
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211 | /** Convert this object to a Mesh.
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212 | @remarks
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213 | After you've finished building this object, you may convert it to
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214 | a Mesh if you want in order to be able to create many instances of
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215 | it in the world (via Entity). This is optional, since this instance
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216 | can be directly attached to a SceneNode itself, but of course only
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217 | one instance of it can exist that way.
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218 | @note Only objects which use indexed geometry may be converted to a mesh.
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219 | @param meshName The name to give the mesh
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220 | @param groupName The resource group to create the mesh in
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221 | */
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222 | virtual MeshPtr convertToMesh(const String& meshName,
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223 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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224 |
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225 | // MovableObject overrides
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226 |
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227 | /** @copydoc MovableObject::getMovableType. */
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228 | const String& getMovableType(void) const;
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229 | /** @copydoc MovableObject::getBoundingBox. */
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230 | const AxisAlignedBox& getBoundingBox(void) const;
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231 | /** @copydoc MovableObject::getBoundingRadius. */
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232 | Real getBoundingRadius(void) const;
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233 | /** @copydoc MovableObject::_updateRenderQueue. */
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234 | void _updateRenderQueue(RenderQueue* queue);
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235 | /** Implement this method to enable stencil shadows. */
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236 | EdgeData* getEdgeList(void);
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237 | /** Implement this method to enable stencil shadows. */
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238 | ShadowRenderableListIterator getShadowVolumeRenderableIterator(
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239 | ShadowTechnique shadowTechnique, const Light* light,
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240 | HardwareIndexBufferSharedPtr* indexBuffer,
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241 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0);
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242 |
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243 |
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244 | /// Built, renderable section of geometry
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245 | class _OgreExport ManualObjectSection : public Renderable
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246 | {
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247 | protected:
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248 | ManualObject* mParent;
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249 | String mMaterialName;
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250 | mutable MaterialPtr mMaterial;
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251 | RenderOperation mRenderOperation;
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252 |
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253 | public:
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254 | ManualObjectSection(ManualObject* parent, const String& materialName,
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255 | RenderOperation::OperationType opType);
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256 | virtual ~ManualObjectSection();
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257 |
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258 | /// Retrieve render operation for manipulation
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259 | RenderOperation* getRenderOperation(void);
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260 | /// Retrieve the material name in use
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261 | const String& getMaterialName(void) const { return mMaterialName; }
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262 |
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263 | // Renderable overrides
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264 | /** @copydoc Renderable::getMaterial. */
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265 | const MaterialPtr& getMaterial(void) const;
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266 | /** @copydoc Renderable::getRenderOperation. */
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267 | void getRenderOperation(RenderOperation& op);
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268 | /** @copydoc Renderable::getWorldTransforms. */
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269 | void getWorldTransforms(Matrix4* xform) const;
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270 | /** @copydoc Renderable::getWorldOrientation. */
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271 | const Quaternion& getWorldOrientation(void) const;
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272 | /** @copydoc Renderable::getWorldPosition. */
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273 | const Vector3& getWorldPosition(void) const;
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274 | /** @copydoc Renderable::getSquaredViewDepth. */
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275 | Real getSquaredViewDepth(const Ogre::Camera *) const;
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276 | /** @copydoc Renderable::getLights. */
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277 | const LightList &getLights(void) const;
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278 |
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279 | };
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280 | /** Nested class to allow shadows. */
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281 | class _OgreExport ManualObjectSectionShadowRenderable : public ShadowRenderable
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282 | {
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283 | protected:
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284 | ManualObject* mParent;
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285 | // Shared link to position buffer
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286 | HardwareVertexBufferSharedPtr mPositionBuffer;
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287 | // Shared link to w-coord buffer (optional)
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288 | HardwareVertexBufferSharedPtr mWBuffer;
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289 |
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290 | public:
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291 | ManualObjectSectionShadowRenderable(ManualObject* parent,
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292 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
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293 | bool createSeparateLightCap, bool isLightCap = false);
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294 | ~ManualObjectSectionShadowRenderable();
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295 | /// Overridden from ShadowRenderable
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296 | void getWorldTransforms(Matrix4* xform) const;
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297 | /// Overridden from ShadowRenderable
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298 | const Quaternion& getWorldOrientation(void) const;
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299 | /// Overridden from ShadowRenderable
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300 | const Vector3& getWorldPosition(void) const;
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301 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
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302 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
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303 |
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304 | };
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305 |
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306 | typedef std::vector<ManualObjectSection*> SectionList;
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307 |
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308 | protected:
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309 | /// List of subsections
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310 | SectionList mSectionList;
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311 | /// Current section
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312 | ManualObjectSection* mCurrentSection;
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313 | /// Temporary vertex structure
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314 | struct TempVertex
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315 | {
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316 | Vector3 position;
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317 | Vector3 normal;
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318 | Vector3 texCoord[OGRE_MAX_TEXTURE_COORD_SETS];
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319 | ushort texCoordDims[OGRE_MAX_TEXTURE_COORD_SETS];
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320 | ColourValue colour;
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321 | };
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322 | /// Temp storage
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323 | TempVertex mTempVertex;
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324 | /// First vertex indicator
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325 | bool mFirstVertex;
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326 | /// Temp vertex data to copy?
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327 | bool mTempVertexPending;
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328 | /// System-memory buffer whilst we establish the size required
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329 | char* mTempVertexBuffer;
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330 | /// System memory allocation size, in bytes
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331 | size_t mTempVertexSize;
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332 | /// System-memory buffer whilst we establish the size required
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333 | uint16* mTempIndexBuffer;
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334 | /// System memory allocation size, in bytes
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335 | size_t mTempIndexSize;
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336 | /// Current declaration vertex size
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337 | size_t mDeclSize;
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338 | /// Current texture coordinate
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339 | ushort mTexCoordIndex;
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340 | /// Bounding box
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341 | AxisAlignedBox mAABB;
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342 | /// Bounding sphere
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343 | Real mRadius;
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344 | /// Any indexed geoemtry on any sections?
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345 | bool mAnyIndexed;
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346 | /// Edge list, used if stencil shadow casting is enabled
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347 | EdgeData* mEdgeList;
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348 | /// List of shadow renderables
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349 | ShadowRenderableList mShadowRenderables;
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350 |
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351 |
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352 | /// Delete temp buffers and reset init counts
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353 | virtual void resetTempAreas(void);
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354 | /// Resize the temp vertex buffer?
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355 | virtual void resizeTempVertexBufferIfNeeded(size_t numVerts);
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356 | /// Resize the temp index buffer?
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357 | virtual void resizeTempIndexBufferIfNeeded(size_t numInds);
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358 |
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359 | /// Copy current temp vertex into buffer
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360 | virtual void copyTempVertexToBuffer(void);
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361 |
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362 | };
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363 |
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364 |
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365 | /** Factory object for creating ManualObject instances */
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366 | class _OgreExport ManualObjectFactory : public MovableObjectFactory
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367 | {
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368 | protected:
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369 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
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370 | public:
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371 | ManualObjectFactory() {}
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372 | ~ManualObjectFactory() {}
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373 |
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374 | static String FACTORY_TYPE_NAME;
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375 |
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376 | const String& getType(void) const;
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377 | void destroyInstance( MovableObject* obj);
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378 |
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379 | };
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380 | }
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381 |
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382 | #endif
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383 |
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