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 | #ifndef __MeshManager_H__
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26 | #define __MeshManager_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | #include "OgreResourceManager.h"
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31 | #include "OgreSingleton.h"
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32 | #include "OgreVector3.h"
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33 | #include "OgreHardwareBuffer.h"
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34 | #include "OgreMesh.h"
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35 | #include "OgrePatchMesh.h"
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36 |
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37 | namespace Ogre {
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38 |
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39 | /** Handles the management of mesh resources.
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40 | @remarks
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41 | This class deals with the runtime management of
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42 | mesh data; like other resource managers it handles
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43 | the creation of resources (in this case mesh data),
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44 | working within a fixed memory budget.
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45 | */
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46 | class _OgreExport MeshManager: public ResourceManager, public Singleton<MeshManager>,
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47 | public ManualResourceLoader
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48 | {
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49 | public:
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50 | MeshManager();
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51 | ~MeshManager();
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52 |
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53 | /** Initialises the manager, only to be called by OGRE internally. */
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54 | void _initialise(void);
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55 |
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56 | /** Loads a mesh from a file, making it immediately available for use.
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57 | @note
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58 | If the model has already been loaded, the existing instance
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59 | will be returned.
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60 | @remarks
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61 | Ogre loads model files from it's own proprietary
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62 | format called .mesh. This is because having a single file
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63 | format is better for runtime performance, and we also have
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64 | control over pre-processed data (such as
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65 | collision boxes, LOD reductions etc).
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66 | @param filename The name of the .mesh file
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67 | @param groupName The name of the resource group to assign the mesh to
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68 | @param vertexBufferUsage The usage flags with which the vertex buffer(s)
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69 | will be created
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70 | @param indexBufferUsage The usage flags with which the index buffer(s) created for
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71 | this mesh will be created with.
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72 | @param vertexBufferShadowed If true, the vertex buffers will be shadowed by system memory
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73 | copies for faster read access
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74 | @param indexBufferShadowed If true, the index buffers will be shadowed by system memory
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75 | copies for faster read access
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76 | @param priority The priority of this mesh in the resource system
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77 | */
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78 | MeshPtr load( const String& filename, const String& groupName,
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79 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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80 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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81 | bool vertexBufferShadowed = true, bool indexBufferShadowed = true);
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82 |
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83 |
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84 | /** Creates a new Mesh specifically for manual definition rather
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85 | than loading from an object file.
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86 | @remarks
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87 | Note that once you've defined your mesh, you must call Mesh::_setBounds and
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88 | Mesh::_setBoundingRadius in order to define the bounds of your mesh. In previous
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89 | versions of OGRE you could call Mesh::_updateBounds, but OGRE's support of
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90 | write-only vertex buffers makes this no longer appropriate.
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91 | @param name The name to give the new mesh
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92 | @param groupName The name of the resource group to assign the mesh to
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93 | @param loader ManualResourceLoader which will be called to load this mesh
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94 | when the time comes. It is recommended that you populate this field
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95 | in order that the mesh can be rebuilt should the need arise
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96 | */
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97 | MeshPtr createManual( const String& name, const String& groupName,
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98 | ManualResourceLoader* loader = 0);
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99 |
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100 | /** Creates a basic plane, by default majoring on the x/y axes facing positive Z.
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101 | @param
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102 | name The name to give the resulting mesh
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103 | @param
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104 | groupName The name of the resource group to assign the mesh to
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105 | @param
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106 | plane The orientation of the plane and distance from the origin
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107 | @param
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108 | width The width of the plane in world coordinates
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109 | @param
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110 | height The height of the plane in world coordinates
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111 | @param
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112 | xsegments The number of segements to the plane in the x direction
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113 | @param
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114 | ysegments The number of segements to the plane in the y direction
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115 | @param
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116 | normals If true, normals are created perpendicular to the plane
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117 | @param
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118 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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119 | are created to be the corner of the texture.
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120 | @param
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121 | uTile The number of times the texture should be repeated in the u direction
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122 | @param
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123 | vTile The number of times the texture should be repeated in the v direction
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124 | @param
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125 | upVector The 'Up' direction of the plane.
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126 | @param
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127 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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128 | @param
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129 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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130 | @param
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131 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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132 | with a system memory shadow buffer,
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133 | allowing you to read it back more efficiently than if it is in hardware
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134 | @param
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135 | indexShadowBuffer If this flag is set to true, the index buffer will be
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136 | created with a system memory shadow buffer,
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137 | allowing you to read it back more efficiently than if it is in hardware
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138 | */
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139 | MeshPtr createPlane(
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140 | const String& name, const String& groupName, const Plane& plane,
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141 | Real width, Real height,
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142 | int xsegments = 1, int ysegments = 1,
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143 | bool normals = true, int numTexCoordSets = 1,
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144 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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145 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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146 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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147 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true);
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148 |
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149 |
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150 | /** Creates a plane, which because of it's texture coordinates looks like a curved
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151 | surface, useful for skies in a skybox.
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152 | @param
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153 | name The name to give the resulting mesh
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154 | @param
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155 | groupName The name of the resource group to assign the mesh to
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156 | @param
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157 | plane The orientation of the plane and distance from the origin
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158 | @param
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159 | width The width of the plane in world coordinates
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160 | @param
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161 | height The height of the plane in world coordinates
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162 | @param
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163 | curvature The curvature of the plane. Good values are
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164 | between 2 and 65. Higher values are more curved leading to
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165 | a smoother effect, lower values are less curved meaning
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166 | more distortion at the horizons but a better distance effect.
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167 | @param
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168 | xsegments The number of segements to the plane in the x direction
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169 | @param
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170 | ysegments The number of segements to the plane in the y direction
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171 | @param
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172 | normals If true, normals are created perpendicular to the plane
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173 | @param
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174 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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175 | are created to be the corner of the texture.
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176 | @param
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177 | uTile The number of times the texture should be repeated in the u direction
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178 | @param
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179 | vTile The number of times the texture should be repeated in the v direction
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180 | @param
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181 | upVector The 'Up' direction of the plane.
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182 | @param
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183 | orientation The orientation of the overall sphere that's used to create the illusion
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184 | @param
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185 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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186 | @param
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187 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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188 | @param
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189 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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190 | with a system memory shadow buffer,
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191 | allowing you to read it back more efficiently than if it is in hardware
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192 | @param
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193 | indexShadowBuffer If this flag is set to true, the index buffer will be
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194 | created with a system memory shadow buffer,
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195 | allowing you to read it back more efficiently than if it is in hardware
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196 | @param ySegmentsToKeep The number of segments from the top of the dome
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197 | downwards to keep. -1 keeps all of them. This can save fillrate if
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198 | you cannot see much of the sky lower down.
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199 | */
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200 | MeshPtr createCurvedIllusionPlane(
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201 | const String& name, const String& groupName, const Plane& plane,
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202 | Real width, Real height, Real curvature,
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203 | int xsegments = 1, int ysegments = 1,
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204 | bool normals = true, int numTexCoordSets = 1,
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205 | Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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206 | const Quaternion& orientation = Quaternion::IDENTITY,
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207 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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208 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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209 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true,
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210 | int ySegmentsToKeep = -1);
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211 |
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212 | /** Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z.
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213 | @param
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214 | name The name to give the resulting mesh
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215 | @param
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216 | groupName The name of the resource group to assign the mesh to
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217 | @param
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218 | plane The orientation of the plane and distance from the origin
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219 | @param
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220 | width The width of the plane in world coordinates
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221 | @param
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222 | height The height of the plane in world coordinates
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223 | @param
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224 | bow The amount of 'bow' in the curved plane. (Could also be concidered the depth.)
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225 | @param
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226 | xsegments The number of segements to the plane in the x direction
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227 | @param
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228 | ysegments The number of segements to the plane in the y direction
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229 | @param
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230 | normals If true, normals are created perpendicular to the plane
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231 | @param
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232 | numTexCoordSets The number of 2D texture coordinate sets created - by default the corners
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233 | are created to be the corner of the texture.
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234 | @param
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235 | uTile The number of times the texture should be repeated in the u direction
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236 | @param
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237 | vTile The number of times the texture should be repeated in the v direction
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238 | @param
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239 | upVector The 'Up' direction of the plane.
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240 | @param
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241 | vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created
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242 | @param
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243 | indexBufferUsage The usage flag with which the index buffer for this plane will be created
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244 | @param
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245 | vertexShadowBuffer If this flag is set to true, the vertex buffer will be created
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246 | with a system memory shadow buffer,
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247 | allowing you to read it back more efficiently than if it is in hardware
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248 | @param
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249 | indexShadowBuffer If this flag is set to true, the index buffer will be
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250 | created with a system memory shadow buffer,
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251 | allowing you to read it back more efficiently than if it is in hardware
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252 | */
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253 | MeshPtr createCurvedPlane(
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254 | const String& name, const String& groupName, const Plane& plane,
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255 | Real width, Real height, Real bow = 0.5f,
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256 | int xsegments = 1, int ysegments = 1,
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257 | bool normals = false, int numTexCoordSets = 1,
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258 | Real xTile = 1.0f, Real yTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y,
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259 | HardwareBuffer::Usage vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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260 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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261 | bool vertexShadowBuffer = true, bool indexShadowBuffer = true);
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262 |
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263 | /** Creates a Bezier patch based on an array of control vertices.
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264 | @param
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265 | name The name to give the newly created mesh.
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266 | @param
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267 | groupName The name of the resource group to assign the mesh to
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268 | @param
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269 | controlPointBuffer A pointer to a buffer containing the vertex data which defines control points
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270 | of the curves rather than actual vertices. Note that you are expected to provide not
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271 | just position information, but potentially normals and texture coordinates too. The
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272 | format of the buffer is defined in the VertexDeclaration parameter
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273 | @param
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274 | decaration VertexDeclaration describing the contents of the buffer.
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275 | Note this declaration must _only_ draw on buffer source 0!
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276 | @param
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277 | width Specifies the width of the patch in control points.
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278 | Note this parameter must greater than or equal to 3.
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279 | @param
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280 | height Specifies the height of the patch in control points.
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281 | Note this parameter must greater than or equal to 3.
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282 | @param
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283 | uMaxSubdivisionLevel,vMaxSubdivisionLevel If you want to manually set the top level of subdivision,
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284 | do it here, otherwise let the system decide.
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285 | @param
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286 | visibleSide Determines which side of the patch (or both) triangles are generated for.
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287 | @param
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288 | vbUsage Vertex buffer usage flags. Recommend the default since vertex buffer should be static.
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289 | @param
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290 | ibUsage Index buffer usage flags. Recommend the default since index buffer should
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291 | be dynamic to change levels but not readable.
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292 | @param
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293 | vbUseShadow Flag to determine if a shadow buffer is generated for the vertex buffer. See
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294 | HardwareBuffer for full details.
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295 | @param
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296 | ibUseShadow Flag to determine if a shadow buffer is generated for the index buffer. See
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297 | HardwareBuffer for full details.
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298 | */
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299 | PatchMeshPtr createBezierPatch(
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300 | const String& name, const String& groupName, void* controlPointBuffer,
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301 | VertexDeclaration *declaration, size_t width, size_t height,
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302 | size_t uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
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303 | size_t vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
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304 | PatchSurface::VisibleSide visibleSide = PatchSurface::VS_FRONT,
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305 | HardwareBuffer::Usage vbUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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306 | HardwareBuffer::Usage ibUsage = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
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307 | bool vbUseShadow = true, bool ibUseShadow = true);
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308 |
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309 | /** Tells the mesh manager that all future meshes should prepare themselves for
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310 | shadow volumes on loading.
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311 | */
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312 | void setPrepareAllMeshesForShadowVolumes(bool enable);
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313 | /** Retrieves whether all Meshes should prepare themselves for shadow volumes. */
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314 | bool getPrepareAllMeshesForShadowVolumes(void);
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315 |
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316 | /** Override standard Singleton retrieval.
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317 | @remarks
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318 | Why do we do this? Well, it's because the Singleton
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319 | implementation is in a .h file, which means it gets compiled
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320 | into anybody who includes it. This is needed for the
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321 | Singleton template to work, but we actually only want it
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322 | compiled into the implementation of the class based on the
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323 | Singleton, not all of them. If we don't change this, we get
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324 | link errors when trying to use the Singleton-based class from
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325 | an outside dll.
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326 | @par
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327 | This method just delegates to the template version anyway,
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328 | but the implementation stays in this single compilation unit,
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329 | preventing link errors.
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330 | */
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331 | static MeshManager& getSingleton(void);
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332 | /** Override standard Singleton retrieval.
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333 | @remarks
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334 | Why do we do this? Well, it's because the Singleton
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335 | implementation is in a .h file, which means it gets compiled
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336 | into anybody who includes it. This is needed for the
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337 | Singleton template to work, but we actually only want it
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338 | compiled into the implementation of the class based on the
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339 | Singleton, not all of them. If we don't change this, we get
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340 | link errors when trying to use the Singleton-based class from
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341 | an outside dll.
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342 | @par
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343 | This method just delegates to the template version anyway,
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344 | but the implementation stays in this single compilation unit,
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345 | preventing link errors.
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346 | */
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347 | static MeshManager* getSingletonPtr(void);
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348 |
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349 | /** Gets the factor by which the bounding box of an entity is padded.
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350 | Default is 0.01
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351 | */
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352 | Real getBoundsPaddingFactor(void);
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353 |
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354 | /** Sets the factor by which the bounding box of an entity is padded
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355 | */
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356 | void setBoundsPaddingFactor(Real paddingFactor);
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357 |
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358 | /** @see ManualResourceLoader::loadResource */
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359 | void loadResource(Resource* res);
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360 |
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361 | protected:
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362 | /// @copydoc ResourceManager::createImpl
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363 | Resource* createImpl(const String& name, ResourceHandle handle,
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364 | const String& group, bool isManual, ManualResourceLoader* loader,
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365 | const NameValuePairList* createParams);
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366 |
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367 | /** Utility method for tesselating 2D meshes.
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368 | */
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369 | void tesselate2DMesh(SubMesh* pSub, int meshWidth, int meshHeight,
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370 | bool doubleSided = false,
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371 | HardwareBuffer::Usage indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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372 | bool indexSysMem = false);
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373 |
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374 | void createPrefabPlane(void);
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375 |
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376 | /** Enum identifying the types of manual mesh built by this manager */
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377 | enum MeshBuildType
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378 | {
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379 | MBT_PLANE,
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380 | MBT_CURVED_ILLUSION_PLANE,
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381 | MBT_CURVED_PLANE
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382 | };
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383 | /** Saved parameters used to (re)build a manual mesh built by this class */
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384 | struct MeshBuildParams
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385 | {
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386 | MeshBuildType type;
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387 | Plane plane;
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388 | Real width;
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389 | Real height;
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390 | Real curvature;
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391 | int xsegments;
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392 | int ysegments;
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393 | bool normals;
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394 | int numTexCoordSets;
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395 | Real xTile;
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396 | Real yTile;
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397 | Vector3 upVector;
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398 | Quaternion orientation;
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399 | HardwareBuffer::Usage vertexBufferUsage;
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400 | HardwareBuffer::Usage indexBufferUsage;
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401 | bool vertexShadowBuffer;
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402 | bool indexShadowBuffer;
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403 | int ySegmentsToKeep;
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404 | };
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405 | /** Map from resource pointer to parameter set */
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406 | typedef std::map<Resource*, MeshBuildParams> MeshBuildParamsMap;
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407 | MeshBuildParamsMap mMeshBuildParams;
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408 |
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409 | /** Utility method for manual loading a plane */
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410 | void loadManualPlane(Mesh* pMesh, MeshBuildParams& params);
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411 | /** Utility method for manual loading a curved plane */
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412 | void loadManualCurvedPlane(Mesh* pMesh, MeshBuildParams& params);
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413 | /** Utility method for manual loading a curved illusion plane */
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414 | void loadManualCurvedIllusionPlane(Mesh* pMesh, MeshBuildParams& params);
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415 |
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416 | bool mPrepAllMeshesForShadowVolumes;
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417 |
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418 | //the factor by which the bounding box of an entity is padded
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419 | Real mBoundsPaddingFactor;
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420 | };
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421 |
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422 |
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423 | } //namespace
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424 |
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425 | #endif
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