[692] | 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 __StaticGeometry_H__
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| 26 | #define __StaticGeometry_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 | #include "OgreMovableObject.h"
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| 30 | #include "OgreRenderable.h"
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| 31 |
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| 32 | namespace Ogre {
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| 33 |
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| 34 | /** Pre-transforms and batches up meshes for efficient use as static
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| 35 | geometry in a scene.
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| 36 | @remarks
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| 37 | Modern graphics cards (GPUs) prefer to receive geometry in large
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| 38 | batches. It is orders of magnitude faster to render 10 batches
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| 39 | of 10,000 triangles than it is to render 10,000 batches of 10
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| 40 | triangles, even though both result in the same number of on-screen
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| 41 | triangles.
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| 42 | @par
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| 43 | Therefore it is important when you are rendering a lot of geometry to
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| 44 | batch things up into as few rendering calls as possible. This
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| 45 | class allows you to build a batched object from a series of entities
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| 46 | in order to benefit from this behaviour.
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| 47 | Batching has implications of it's own though:
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| 48 | @li Batched geometry cannot be subdivided; that means that the whole
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| 49 | group will be displayed, or none of it will. This obivously has
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| 50 | culling issues.
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| 51 | @li A single world transform must apply to the entire batch. Therefore
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| 52 | once you have batched things, you can't move them around relative to
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| 53 | each other. That's why this class is most useful when dealing with
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| 54 | static geometry (hence the name). In addition, geometry is
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| 55 | effectively duplicated, so if you add 3 entities based on the same
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| 56 | mesh in different positions, they will use 3 times the geometry
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| 57 | space than the movable version (which re-uses the same geometry).
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| 58 | So you trade memory and flexibility of movement for pure speed when
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| 59 | using this class.
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| 60 | @li A single material must apply for each batch. In fact this class
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| 61 | allows you to use multiple materials, but you should be aware that
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| 62 | internally this means that there is one batch per material.
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| 63 | Therefore you won't gain as much benefit from the batching if you
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| 64 | use many different materials; try to keep the number down.
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| 65 | @par
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| 66 | In order to retain some sort of culling, this class will batch up
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| 67 | meshes in localised regions. The size and shape of these blocks is
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| 68 | controlled by the SceneManager which contructs this object, since it
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| 69 | makes sense to batch things up in the most appropriate way given the
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| 70 | existing partitioning of the scene.
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| 71 | @par
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| 72 | The LOD settings of both the Mesh and the Materials used in
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| 73 | constructing this static geometry will be respected. This means that
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| 74 | if you use meshes/materials which have LOD, batches in the distance
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| 75 | will have a lower polygon count or material detail to those in the
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| 76 | foreground. Since each mesh might have different LOD distances, during
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| 77 | build the furthest distance at each LOD level from all meshes
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| 78 | in that region is used. This means all the LOD levels change at the
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| 79 | same time, but at the furthest distance of any of them (so quality is
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| 80 | not degraded). Be aware that using Mesh LOD in this class will
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| 81 | further increase the memory required. Only generated LOD
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| 82 | is supported for meshes.
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| 83 | @par
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| 84 | There are 2 ways you can add geometry to this class; you can add
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| 85 | Entity objects directly with predetermined positions, scales and
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| 86 | orientations, or you can add an entire SceneNode and it's subtree,
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| 87 | including all the objects attached to it. Once you've added everthing
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| 88 | you need to, you have to call build() the fix the geometry in place.
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| 89 | @note
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| 90 | This class is not a replacement for world geometry (@see
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| 91 | SceneManager::setWorldGeometry). The single most efficient way to
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| 92 | render large amounts of static geometry is to use a SceneManager which
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| 93 | is specialised for dealing with that particular world structure.
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| 94 | However, this class does provide you with a good 'halfway house'
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| 95 | between generalised movable geometry (Entity) which works with all
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| 96 | SceneManagers but isn't efficient when using very large numbers, and
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| 97 | highly specialised world geometry which is extremely fast but not
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| 98 | generic and typically requires custom world editors.
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| 99 | @par
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| 100 | You should not construct instances of this class directly; instead, cal
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| 101 | SceneManager::createStaticGeometry, which gives the SceneManager the
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| 102 | option of providing you with a specialised version of this class if it
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| 103 | wishes, and also handles the memory management for you like other
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| 104 | classes.
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| 105 | */
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| 106 | class _OgreExport StaticGeometry
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| 107 | {
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| 108 | public:
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| 109 | /** Struct holding geometry optimised per SubMesh / lod level, ready
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| 110 | for copying to instances.
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| 111 | @remarks
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| 112 | Since we're going to be duplicating geometry lots of times, it's
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| 113 | far more important that we don't have redundant vertex data. If a
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| 114 | SubMesh uses shared geometry, or we're looking at a lower LOD, not
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| 115 | all the vertices are being referenced by faces on that submesh.
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| 116 | Therefore to duplicate them, potentially hundreds or even thousands
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| 117 | of times, would be extremely wasteful. Therefore, if a SubMesh at
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| 118 | a given LOD has wastage, we create an optimised version of it's
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| 119 | geometry which is ready for copying with no wastage.
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| 120 | */
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| 121 | class _OgrePrivate OptimisedSubMeshGeometry
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| 122 | {
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| 123 | public:
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| 124 | OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {}
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| 125 | ~OptimisedSubMeshGeometry()
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| 126 | {
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| 127 | delete vertexData;
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| 128 | delete indexData;
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| 129 | }
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| 130 | VertexData *vertexData;
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| 131 | IndexData *indexData;
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| 132 | };
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| 133 | typedef std::list<OptimisedSubMeshGeometry*> OptimisedSubMeshGeometryList;
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| 134 | /// Saved link between SubMesh at a LOD and vertex/index data
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| 135 | /// May point to original or optimised geometry
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| 136 | struct SubMeshLodGeometryLink
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| 137 | {
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| 138 | VertexData* vertexData;
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| 139 | IndexData* indexData;
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| 140 | };
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| 141 | typedef std::vector<SubMeshLodGeometryLink> SubMeshLodGeometryLinkList;
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| 142 | typedef std::map<SubMesh*, SubMeshLodGeometryLinkList*> SubMeshGeometryLookup;
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| 143 | /// Structure recording a queued submesh for the build
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| 144 | struct QueuedSubMesh
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| 145 | {
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| 146 | SubMesh* submesh;
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| 147 | /// Link to LOD list of geometry, potentially optimised
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| 148 | SubMeshLodGeometryLinkList* geometryLodList;
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| 149 | String materialName;
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| 150 | Vector3 position;
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| 151 | Quaternion orientation;
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| 152 | Vector3 scale;
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| 153 | /// Pre-transformed world AABB
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| 154 | AxisAlignedBox worldBounds;
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| 155 | };
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| 156 | typedef std::vector<QueuedSubMesh*> QueuedSubMeshList;
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| 157 | /// Structure recording a queued geometry for low level builds
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| 158 | struct QueuedGeometry
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| 159 | {
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| 160 | SubMeshLodGeometryLink* geometry;
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| 161 | Vector3 position;
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| 162 | Quaternion orientation;
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| 163 | Vector3 scale;
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| 164 | };
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| 165 | typedef std::vector<QueuedGeometry*> QueuedGeometryList;
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| 166 |
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| 167 | // forward declarations
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| 168 | class LODBucket;
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| 169 | class MaterialBucket;
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| 170 | class Region;
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| 171 |
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| 172 | /** A GeometryBucket is a the lowest level bucket where geometry with
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| 173 | the same vertex & index format is stored. It also acts as the
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| 174 | renderable.
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| 175 | */
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| 176 | class _OgreExport GeometryBucket : public Renderable
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| 177 | {
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| 178 | protected:
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| 179 | /// Geometry which has been queued up pre-build (not for deallocation)
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| 180 | QueuedGeometryList mQueuedGeometry;
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| 181 | /// Pointer to parent bucket
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| 182 | MaterialBucket* mParent;
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| 183 | /// String identifying the vertex / index format
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| 184 | String mFormatString;
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| 185 | /// Vertex information, includes current number of vertices
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| 186 | /// committed to be a part of this bucket
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| 187 | VertexData* mVertexData;
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| 188 | /// Index information, includes index type which limits the max
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| 189 | /// number of vertices which are allowed in one bucket
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| 190 | IndexData* mIndexData;
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| 191 | /// Size of indexes
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| 192 | HardwareIndexBuffer::IndexType mIndexType;
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| 193 | /// Maximum vertex indexable
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| 194 | size_t mMaxVertexIndex;
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| 195 |
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| 196 | template<typename T>
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| 197 | void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset)
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| 198 | {
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| 199 | if (indexOffset == 0)
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| 200 | {
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| 201 | memcpy(dst, src, sizeof(T) * count);
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| 202 | }
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| 203 | else
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| 204 | {
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| 205 | while(count--)
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| 206 | {
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| 207 | *dst++ = static_cast<T>(*src++ + indexOffset);
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| 208 | }
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| 209 | }
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| 210 | }
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| 211 | public:
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| 212 | GeometryBucket(MaterialBucket* parent, const String& formatString,
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| 213 | const VertexData* vData, const IndexData* iData);
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| 214 | virtual ~GeometryBucket();
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| 215 | MaterialBucket* getParent(void) { return mParent; }
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| 216 | /// Get the vertex data for this geometry
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| 217 | const VertexData* getVertexData(void) const { return mVertexData; }
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| 218 | /// Get the index data for this geometry
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| 219 | const IndexData* getIndexData(void) const { return mIndexData; }
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| 220 | /// @copydoc Renderable::getMaterial
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| 221 | const MaterialPtr& getMaterial(void) const;
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| 222 | Technique* getTechnique(void) const;
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| 223 | void getRenderOperation(RenderOperation& op);
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| 224 | void getWorldTransforms(Matrix4* xform) const;
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| 225 | const Quaternion& getWorldOrientation(void) const;
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| 226 | const Vector3& getWorldPosition(void) const;
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| 227 | Real getSquaredViewDepth(const Camera* cam) const;
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| 228 | const LightList& getLights(void) const;
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| 229 | bool getCastsShadows(void) const;
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| 230 |
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| 231 | /** Try to assign geometry to this bucket.
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| 232 | @returns false if there is no room left in this bucket
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| 233 | */
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| 234 | bool assign(QueuedGeometry* qsm);
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| 235 | /// Build
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| 236 | void build(bool stencilShadows);
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| 237 | /// Dump contents for diagnostics
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| 238 | void dump(std::ofstream& of) const;
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| 239 | };
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| 240 | /** A MaterialBucket is a collection of smaller buckets with the same
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| 241 | Material (and implicitly the same LOD). */
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| 242 | class _OgreExport MaterialBucket
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| 243 | {
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| 244 | public:
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| 245 | /// list of Geometry Buckets in this region
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| 246 | typedef std::vector<GeometryBucket*> GeometryBucketList;
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| 247 | protected:
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| 248 | /// Pointer to parent LODBucket
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| 249 | LODBucket* mParent;
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| 250 | /// Material being used
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| 251 | String mMaterialName;
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| 252 | /// Pointer to material being used
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| 253 | MaterialPtr mMaterial;
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| 254 | /// Active technique
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| 255 | Technique* mTechnique;
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| 256 |
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| 257 | /// list of Geometry Buckets in this region
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| 258 | GeometryBucketList mGeometryBucketList;
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| 259 | // index to current Geometry Buckets for a given geometry format
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| 260 | typedef std::map<String, GeometryBucket*> CurrentGeometryMap;
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| 261 | CurrentGeometryMap mCurrentGeometryMap;
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| 262 | /// Get a packed string identifying the geometry format
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| 263 | String getGeometryFormatString(SubMeshLodGeometryLink* geom);
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| 264 |
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| 265 | public:
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| 266 | MaterialBucket(LODBucket* parent, const String& materialName);
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| 267 | virtual ~MaterialBucket();
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| 268 | LODBucket* getParent(void) { return mParent; }
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| 269 | /// Get the material name
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| 270 | const String& getMaterialName(void) const { return mMaterialName; }
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| 271 | /// Assign geometry to this bucket
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| 272 | void assign(QueuedGeometry* qsm);
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| 273 | /// Build
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| 274 | void build(bool stencilShadows);
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| 275 | /// Add children to the render queue
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| 276 | void addRenderables(RenderQueue* queue, uint8 group,
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| 277 | Real camSquaredDist);
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| 278 | /// Get the material for this bucket
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| 279 | const MaterialPtr& getMaterial(void) const { return mMaterial; }
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| 280 | /// Iterator over geometry
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| 281 | typedef VectorIterator<GeometryBucketList> GeometryIterator;
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| 282 | /// Get an iterator over the contained geometry
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| 283 | GeometryIterator getGeometryIterator(void);
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| 284 | /// Get the current Technique
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| 285 | Technique* getCurrentTechnique(void) const { return mTechnique; }
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| 286 | /// Dump contents for diagnostics
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| 287 | void dump(std::ofstream& of) const;
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| 288 | };
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| 289 | /** A LODBucket is a collection of smaller buckets with the same LOD.
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| 290 | @remarks
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| 291 | LOD refers to Mesh LOD here. Material LOD can change separately
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| 292 | at the next bucket down from this.
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| 293 | */
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| 294 | class _OgreExport LODBucket
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| 295 | {
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| 296 | public:
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| 297 | /// Lookup of Material Buckets in this region
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| 298 | typedef std::map<String, MaterialBucket*> MaterialBucketMap;
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| 299 | protected:
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| 300 | /// Pointer to parent region
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| 301 | Region* mParent;
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| 302 | /// LOD level (0 == full LOD)
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| 303 | unsigned short mLod;
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| 304 | /// distance at which this LOD starts to apply (squared)
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| 305 | Real mSquaredDistance;
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| 306 | /// Lookup of Material Buckets in this region
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| 307 | MaterialBucketMap mMaterialBucketMap;
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| 308 | /// Geometry queued for a single LOD (deallocated here)
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| 309 | QueuedGeometryList mQueuedGeometryList;
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| 310 | public:
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| 311 | LODBucket(Region* parent, unsigned short lod, Real lodDist);
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| 312 | virtual ~LODBucket();
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| 313 | Region* getParent(void) { return mParent; }
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| 314 | /// Get the lod index
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| 315 | ushort getLod(void) const { return mLod; }
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| 316 | /// Get the lod squared distance
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| 317 | Real getSquaredDistance(void) const { return mSquaredDistance; }
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| 318 | /// Assign a queued submesh to this bucket, using specified mesh LOD
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| 319 | void assign(QueuedSubMesh* qsm, ushort atLod);
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| 320 | /// Build
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| 321 | void build(bool stencilShadows);
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| 322 | /// Add children to the render queue
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| 323 | void addRenderables(RenderQueue* queue, uint8 group,
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| 324 | Real camSquaredDistance);
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| 325 | /// Iterator over the materials in this LOD
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| 326 | typedef MapIterator<MaterialBucketMap> MaterialIterator;
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| 327 | /// Get an iterator over the materials in this LOD
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| 328 | MaterialIterator getMaterialIterator(void);
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| 329 | /// Dump contents for diagnostics
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| 330 | void dump(std::ofstream& of) const;
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| 331 |
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| 332 | };
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| 333 | /** The details of a topological region which is the highest level of
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| 334 | partitioning for this class.
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| 335 | @remarks
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| 336 | The size & shape of regions entirely depends on the SceneManager
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| 337 | specific implementation. It is a MovableObject since it will be
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| 338 | attached to a node based on the local centre - in practice it
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| 339 | won't actually move (although in theory it could).
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| 340 | */
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| 341 | class _OgreExport Region : public MovableObject
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| 342 | {
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| 343 | public:
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| 344 | /// list of LOD Buckets in this region
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| 345 | typedef std::vector<LODBucket*> LODBucketList;
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| 346 | protected:
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| 347 | /** Nested class to allow region shadows. */
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| 348 | class _OgreExport RegionShadowRenderable : public ShadowRenderable
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| 349 | {
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| 350 | protected:
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| 351 | Region* mParent;
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| 352 | // Shared link to position buffer
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| 353 | HardwareVertexBufferSharedPtr mPositionBuffer;
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| 354 | // Shared link to w-coord buffer (optional)
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| 355 | HardwareVertexBufferSharedPtr mWBuffer;
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| 356 |
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| 357 | public:
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| 358 | RegionShadowRenderable(Region* parent,
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| 359 | HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
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| 360 | bool createSeparateLightCap, bool isLightCap = false);
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| 361 | ~RegionShadowRenderable();
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| 362 | /// Overridden from ShadowRenderable
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| 363 | void getWorldTransforms(Matrix4* xform) const;
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| 364 | /// Overridden from ShadowRenderable
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| 365 | const Quaternion& getWorldOrientation(void) const;
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| 366 | /// Overridden from ShadowRenderable
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| 367 | const Vector3& getWorldPosition(void) const;
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| 368 | HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
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| 369 | HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
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| 370 |
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| 371 | };
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| 372 | /// Parent static geometry
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| 373 | StaticGeometry* mParent;
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| 374 | /// Scene manager link
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| 375 | SceneManager* mSceneMgr;
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| 376 | /// Scene node
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| 377 | SceneNode* mNode;
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| 378 | /// Local list of queued meshes (not used for deallocation)
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| 379 | QueuedSubMeshList mQueuedSubMeshes;
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| 380 | /// Unique identifier for the region
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| 381 | uint32 mRegionID;
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| 382 | /// Center of the region
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| 383 | Vector3 mCentre;
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| 384 | /// LOD distances (squared) as built up - use the max at each level
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| 385 | std::vector<Real> mLodSquaredDistances;
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| 386 | /// Local AABB relative to region centre
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| 387 | AxisAlignedBox mAABB;
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| 388 | /// Local bounding radius
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| 389 | Real mBoundingRadius;
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| 390 | /// The current lod level, as determined from the last camera
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| 391 | ushort mCurrentLod;
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| 392 | /// Current camera distance, passed on to do material lod later
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| 393 | Real mCamDistanceSquared;
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| 394 | /// List of LOD buckets
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| 395 | LODBucketList mLodBucketList;
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| 396 | /// List of lights for this region
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| 397 | mutable LightList mLightList;
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| 398 | /// The last frame that this light list was updated in
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| 399 | mutable ulong mLightListUpdated;
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| 400 | /// Edge list, used if stencil shadow casting is enabled
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| 401 | EdgeData* mEdgeList;
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| 402 | /// List of shadow renderables
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| 403 | ShadowRenderableList mShadowRenderables;
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| 404 | /// Is a vertex program in use somewhere in this region?
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| 405 | bool mVertexProgramInUse;
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| 406 |
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| 407 |
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| 408 |
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| 409 | public:
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| 410 | Region(StaticGeometry* parent, const String& name, SceneManager* mgr,
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| 411 | uint32 regionID, const Vector3& centre);
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| 412 | virtual ~Region();
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| 413 | // more fields can be added in subclasses
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| 414 | StaticGeometry* getParent(void) const { return mParent;}
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| 415 | /// Assign a queued mesh to this region, read for final build
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| 416 | void assign(QueuedSubMesh* qmesh);
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| 417 | /// Build this region
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| 418 | void build(bool stencilShadows);
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| 419 | /// Get the region ID of this region
|
---|
| 420 | uint32 getID(void) const { return mRegionID; }
|
---|
| 421 | /// Get the centre point of the region
|
---|
| 422 | const Vector3& getCentre(void) const { return mCentre; }
|
---|
| 423 | const String& getMovableType(void) const;
|
---|
| 424 | void _notifyCurrentCamera(Camera* cam);
|
---|
| 425 | const AxisAlignedBox& getBoundingBox(void) const;
|
---|
| 426 | Real getBoundingRadius(void) const;
|
---|
| 427 | void _updateRenderQueue(RenderQueue* queue);
|
---|
| 428 | bool isVisible(void) const;
|
---|
| 429 | uint32 getTypeFlags(void) const;
|
---|
| 430 |
|
---|
| 431 | typedef VectorIterator<LODBucketList> LODIterator;
|
---|
| 432 | /// Get an iterator over the LODs in this region
|
---|
| 433 | LODIterator getLODIterator(void);
|
---|
| 434 | /// Shared set of lights for all GeometryBuckets
|
---|
| 435 | const LightList& getLights(void) const;
|
---|
| 436 | /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator
|
---|
| 437 | ShadowRenderableListIterator getShadowVolumeRenderableIterator(
|
---|
| 438 | ShadowTechnique shadowTechnique, const Light* light,
|
---|
| 439 | HardwareIndexBufferSharedPtr* indexBuffer,
|
---|
| 440 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );
|
---|
| 441 | /// Overridden from MovableObject
|
---|
| 442 | EdgeData* getEdgeList(void);
|
---|
| 443 |
|
---|
| 444 |
|
---|
| 445 | /// Dump contents for diagnostics
|
---|
| 446 | void dump(std::ofstream& of) const;
|
---|
| 447 |
|
---|
| 448 | };
|
---|
| 449 | /** Indexed region map based on packed x/y/z region index, 10 bits for
|
---|
| 450 | each axis.
|
---|
| 451 | @remarks
|
---|
| 452 | Regions are indexed 0-1023 in all axes, where for example region
|
---|
| 453 | 0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512),
|
---|
| 454 | and region 1023 ends at mOrigin + (mRegionDimensions.x * 512).
|
---|
| 455 | */
|
---|
| 456 | typedef std::map<uint32, Region*> RegionMap;
|
---|
| 457 | protected:
|
---|
| 458 | // General state & settings
|
---|
| 459 | SceneManager* mOwner;
|
---|
| 460 | String mName;
|
---|
| 461 | bool mBuilt;
|
---|
| 462 | Real mUpperDistance;
|
---|
| 463 | Real mSquaredUpperDistance;
|
---|
| 464 | bool mCastShadows;
|
---|
| 465 | Vector3 mRegionDimensions;
|
---|
| 466 | Vector3 mHalfRegionDimensions;
|
---|
| 467 | Vector3 mOrigin;
|
---|
| 468 | bool mVisible;
|
---|
| 469 | /// The render queue to use when rendering this object
|
---|
| 470 | uint8 mRenderQueueID;
|
---|
| 471 | /// Flags whether the RenderQueue's default should be used.
|
---|
| 472 | bool mRenderQueueIDSet;
|
---|
| 473 |
|
---|
| 474 | QueuedSubMeshList mQueuedSubMeshes;
|
---|
| 475 |
|
---|
| 476 | /// List of geometry which has been optimised for SubMesh use
|
---|
| 477 | /// This is the primary storage used for cleaning up later
|
---|
| 478 | OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList;
|
---|
| 479 |
|
---|
| 480 | /** Cached links from SubMeshes to (potentially optimised) geometry
|
---|
| 481 | This is not used for deletion since the lookup may reference
|
---|
| 482 | original vertex data
|
---|
| 483 | */
|
---|
| 484 | SubMeshGeometryLookup mSubMeshGeometryLookup;
|
---|
| 485 |
|
---|
| 486 | /// Map of regions
|
---|
| 487 | RegionMap mRegionMap;
|
---|
| 488 |
|
---|
| 489 | /** Virtual method for getting a region most suitable for the
|
---|
| 490 | passed in bounds. Can be overridden by subclasses.
|
---|
| 491 | */
|
---|
| 492 | virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate);
|
---|
| 493 | /** Get the region within which a point lies */
|
---|
| 494 | virtual Region* getRegion(const Vector3& point, bool autoCreate);
|
---|
| 495 | /** Get the region using indexes */
|
---|
| 496 | virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate);
|
---|
| 497 | /** Get the region using a packed index, returns null if it doesn't exist. */
|
---|
| 498 | virtual Region* getRegion(uint32 index);
|
---|
| 499 | /** Get the region indexes for a point.
|
---|
| 500 | */
|
---|
| 501 | virtual void getRegionIndexes(const Vector3& point,
|
---|
| 502 | ushort& x, ushort& y, ushort& z);
|
---|
| 503 | /** Pack 3 indexes into a single index value
|
---|
| 504 | */
|
---|
| 505 | virtual uint32 packIndex(ushort x, ushort y, ushort z);
|
---|
| 506 | /** Get the volume intersection for an indexed region with some bounds.
|
---|
| 507 | */
|
---|
| 508 | virtual Real getVolumeIntersection(const AxisAlignedBox& box,
|
---|
| 509 | ushort x, ushort y, ushort z);
|
---|
| 510 | /** Get the bounds of an indexed region.
|
---|
| 511 | */
|
---|
| 512 | virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z);
|
---|
| 513 | /** Get the centre of an indexed region.
|
---|
| 514 | */
|
---|
| 515 | virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z);
|
---|
| 516 | /** Calculate world bounds from a set of vertex data. */
|
---|
| 517 | virtual AxisAlignedBox calculateBounds(VertexData* vertexData,
|
---|
| 518 | const Vector3& position, const Quaternion& orientation,
|
---|
| 519 | const Vector3& scale);
|
---|
| 520 | /** Look up or calculate the geometry data to use for this SubMesh */
|
---|
| 521 | SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm);
|
---|
| 522 | /** Split some shared geometry into dedicated geometry. */
|
---|
| 523 | void splitGeometry(VertexData* vd, IndexData* id,
|
---|
| 524 | SubMeshLodGeometryLink* targetGeomLink);
|
---|
| 525 |
|
---|
| 526 | typedef std::map<size_t, size_t> IndexRemap;
|
---|
| 527 | /** Method for figuring out which vertices are used by an index buffer
|
---|
| 528 | and calculating a remap lookup for a vertex buffer just containing
|
---|
| 529 | those vertices.
|
---|
| 530 | */
|
---|
| 531 | template <typename T>
|
---|
| 532 | void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap)
|
---|
| 533 | {
|
---|
| 534 | remap.clear();
|
---|
| 535 | for (size_t i = 0; i < numIndexes; ++i)
|
---|
| 536 | {
|
---|
| 537 | // use insert since duplicates are silently discarded
|
---|
| 538 | remap.insert(IndexRemap::value_type(*pBuffer++, remap.size()));
|
---|
| 539 | // this will have mapped oldindex -> new index IF oldindex
|
---|
| 540 | // wasn't already there
|
---|
| 541 | }
|
---|
| 542 | }
|
---|
| 543 | /** Method for altering indexes based on a remap. */
|
---|
| 544 | template <typename T>
|
---|
| 545 | void remapIndexes(T* src, T* dst, const IndexRemap& remap,
|
---|
| 546 | size_t numIndexes)
|
---|
| 547 | {
|
---|
| 548 | for (size_t i = 0; i < numIndexes; ++i)
|
---|
| 549 | {
|
---|
| 550 | // look up original and map to target
|
---|
| 551 | IndexRemap::const_iterator ix = remap.find(*src++);
|
---|
| 552 | assert(ix != remap.end());
|
---|
| 553 | *dst++ = static_cast<T>(ix->second);
|
---|
| 554 | }
|
---|
| 555 | }
|
---|
| 556 |
|
---|
| 557 | public:
|
---|
| 558 | /// Constructor; do not use directly (@see SceneManager::createStaticGeometry)
|
---|
| 559 | StaticGeometry(SceneManager* owner, const String& name);
|
---|
| 560 | /// Destructor
|
---|
| 561 | virtual ~StaticGeometry();
|
---|
| 562 |
|
---|
| 563 | /// Get the name of this object
|
---|
| 564 | const String& getName(void) const { return mName; }
|
---|
| 565 | /** Adds an Entity to the static geometry.
|
---|
| 566 | @remarks
|
---|
| 567 | This method takes an existing Entity and adds its details to the
|
---|
| 568 | list of elements to include when building. Note that the Entity
|
---|
| 569 | itself is not copied or referenced in this method; an Entity is
|
---|
| 570 | passed simply so that you can change the materials of attached
|
---|
| 571 | SubEntity objects if you want. You can add the same Entity
|
---|
| 572 | instance multiple times with different material settings
|
---|
| 573 | completely safely, and destroy the Entity before destroying
|
---|
| 574 | this StaticGeometry if you like. The Entity passed in is simply
|
---|
| 575 | used as a definition.
|
---|
| 576 | @note Must be called before 'build'.
|
---|
| 577 | @param ent The Entity to use as a definition (the Mesh and Materials
|
---|
| 578 | referenced will be recorded for the build call).
|
---|
| 579 | @param position The world position at which to add this Entity
|
---|
| 580 | @param orientation The world orientation at which to add this Entity
|
---|
| 581 | @param scale The scale at which to add this entity
|
---|
| 582 | */
|
---|
| 583 | virtual void addEntity(Entity* ent, const Vector3& position,
|
---|
| 584 | const Quaternion& orientation = Quaternion::IDENTITY,
|
---|
| 585 | const Vector3& scale = Vector3::UNIT_SCALE);
|
---|
| 586 |
|
---|
| 587 | /** Adds all the Entity objects attached to a SceneNode and all it's
|
---|
| 588 | children to the static geometry.
|
---|
| 589 | @remarks
|
---|
| 590 | This method performs just like addEntity, except it adds all the
|
---|
| 591 | entities attached to an entire sub-tree to the geometry.
|
---|
| 592 | The position / orientation / scale parameters are taken from the
|
---|
| 593 | node structure instead of being specified manually.
|
---|
| 594 | @note
|
---|
| 595 | The SceneNode you pass in will not be automatically detached from
|
---|
| 596 | it's parent, so if you have this node already attached to the scene
|
---|
| 597 | graph, you will need to remove it if you wish to avoid the overhead
|
---|
| 598 | of rendering <i>both</i> the original objects and their new static
|
---|
| 599 | versions! We don't do this for you incase you are preparing this
|
---|
| 600 | in advance and so don't want the originals detached yet.
|
---|
| 601 | @note Must be called before 'build'.
|
---|
| 602 | @param node Pointer to the node to use to provide a set of Entity
|
---|
| 603 | templates
|
---|
| 604 | */
|
---|
| 605 | virtual void addSceneNode(const SceneNode* node);
|
---|
| 606 |
|
---|
| 607 | /** Build the geometry.
|
---|
| 608 | @remarks
|
---|
| 609 | Based on all the entities which have been added, and the batching
|
---|
| 610 | options which have been set, this method constructs the batched
|
---|
| 611 | geometry structures required. The batches are added to the scene
|
---|
| 612 | and will be rendered unless you specifically hide them.
|
---|
| 613 | @note
|
---|
| 614 | Once you have called this method, you can no longer add any more
|
---|
| 615 | entities.
|
---|
| 616 | */
|
---|
| 617 | virtual void build(void);
|
---|
| 618 |
|
---|
| 619 | /** Destroys all the built geometry state (reverse of build).
|
---|
| 620 | @remarks
|
---|
| 621 | You can call build() again after this and it will pick up all the
|
---|
| 622 | same entities / nodes you queued last time.
|
---|
| 623 | */
|
---|
| 624 | virtual void destroy(void);
|
---|
| 625 |
|
---|
| 626 | /** Clears any of the entities / nodes added to this geometry and
|
---|
| 627 | destroys anything which has already been built.
|
---|
| 628 | */
|
---|
| 629 | virtual void reset(void);
|
---|
| 630 |
|
---|
| 631 | /** Sets the distance at which batches are no longer rendered.
|
---|
| 632 | @remarks
|
---|
| 633 | This lets you turn off batches at a given distance. This can be
|
---|
| 634 | useful for things like detail meshes (grass, foliage etc) and could
|
---|
| 635 | be combined with a shader which fades the geometry out beforehand
|
---|
| 636 | to lessen the effect.
|
---|
| 637 | @param dist Distance beyond which the batches will not be rendered
|
---|
| 638 | (the default is 0, which means batches are always rendered).
|
---|
| 639 | */
|
---|
| 640 | virtual void setRenderingDistance(Real dist) {
|
---|
| 641 | mUpperDistance = dist;
|
---|
| 642 | mSquaredUpperDistance = mUpperDistance * mUpperDistance;
|
---|
| 643 | }
|
---|
| 644 |
|
---|
| 645 | /** Gets the distance at which batches are no longer rendered. */
|
---|
| 646 | virtual Real getRenderingDistance(void) const { return mUpperDistance; }
|
---|
| 647 |
|
---|
| 648 | /** Gets the squared distance at which batches are no longer rendered. */
|
---|
| 649 | virtual Real getSquaredRenderingDistance(void) const
|
---|
| 650 | { return mSquaredUpperDistance; }
|
---|
| 651 |
|
---|
| 652 | /** Hides or shows all the batches. */
|
---|
| 653 | virtual void setVisible(bool visible);
|
---|
| 654 |
|
---|
| 655 | /** Are the batches visible? */
|
---|
| 656 | virtual bool isVisible(void) const { return mVisible; }
|
---|
| 657 |
|
---|
| 658 | /** Sets whether this geometry should cast shadows.
|
---|
| 659 | @remarks
|
---|
| 660 | No matter what the settings on the original entities,
|
---|
| 661 | the StaticGeometry class defaults to not casting shadows.
|
---|
| 662 | This is because, being static, unless you have moving lights
|
---|
| 663 | you'd be better to use precalculated shadows of some sort.
|
---|
| 664 | However, if you need them, you can enable them using this
|
---|
| 665 | method. If the SceneManager is set up to use stencil shadows,
|
---|
| 666 | edge lists will be copied from the underlying meshes on build.
|
---|
| 667 | It is essential that all meshes support stencil shadows in this
|
---|
| 668 | case.
|
---|
| 669 | @note If you intend to use stencil shadows, you must set this to
|
---|
| 670 | true before calling 'build' as well as making sure you set the
|
---|
| 671 | scene's shadow type (that should always be the first thing you do
|
---|
| 672 | anyway). You can turn shadows off temporarily but they can never
|
---|
| 673 | be turned on if they were not at the time of the build.
|
---|
| 674 | */
|
---|
| 675 | virtual void setCastShadows(bool castShadows);
|
---|
| 676 | /// Will the geometry from this object cast shadows?
|
---|
| 677 | virtual bool getCastShadows(void) { return mCastShadows; }
|
---|
| 678 |
|
---|
| 679 | /** Sets the size of a single region of geometry.
|
---|
| 680 | @remarks
|
---|
| 681 | This method allows you to configure the physical world size of
|
---|
| 682 | each region, so you can balance culling against batch size. Entities
|
---|
| 683 | will be fitted within the batch they most closely fit, and the
|
---|
| 684 | eventual bounds of each batch may well be slightly larger than this
|
---|
| 685 | if they overlap a little. The default is Vector3(1000, 1000, 1000).
|
---|
| 686 | @note Must be called before 'build'.
|
---|
| 687 | @param size Vector3 expressing the 3D size of each region.
|
---|
| 688 | */
|
---|
| 689 | virtual void setRegionDimensions(const Vector3& size) {
|
---|
| 690 | mRegionDimensions = size;
|
---|
| 691 | mHalfRegionDimensions = size * 0.5;
|
---|
| 692 | }
|
---|
| 693 | /** Gets the size of a single batch of geometry. */
|
---|
| 694 | virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; }
|
---|
| 695 | /** Sets the origin of the geometry.
|
---|
| 696 | @remarks
|
---|
| 697 | This method allows you to configure the world centre of the geometry,
|
---|
| 698 | thus the place which all regions surround. You probably don't need
|
---|
| 699 | to mess with this unless you have a seriously large world, since the
|
---|
| 700 | default set up can handle an area 1024 * mRegionDimensions, and
|
---|
| 701 | the sparseness of population is no issue when it comes to rendering.
|
---|
| 702 | The default is Vector3(0,0,0).
|
---|
| 703 | @note Must be called before 'build'.
|
---|
| 704 | @param size Vector3 expressing the 3D origin of the geometry.
|
---|
| 705 | */
|
---|
| 706 | virtual void setOrigin(const Vector3& origin) { mOrigin = origin; }
|
---|
| 707 | /** Gets the origin of this geometry. */
|
---|
| 708 | virtual const Vector3& getOrigin(void) const { return mOrigin; }
|
---|
| 709 |
|
---|
| 710 | /** Sets the render queue group this object will be rendered through.
|
---|
| 711 | @remarks
|
---|
| 712 | Render queues are grouped to allow you to more tightly control the ordering
|
---|
| 713 | of rendered objects. If you do not call this method, all objects default
|
---|
| 714 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for
|
---|
| 715 | most objects. You may want to alter this if you want to perform more complex
|
---|
| 716 | rendering.
|
---|
| 717 | @par
|
---|
| 718 | See RenderQueue for more details.
|
---|
| 719 | @param queueID Enumerated value of the queue group to use.
|
---|
| 720 | */
|
---|
| 721 | virtual void setRenderQueueGroup(uint8 queueID);
|
---|
| 722 |
|
---|
| 723 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
|
---|
| 724 | virtual uint8 getRenderQueueGroup(void) const;
|
---|
| 725 |
|
---|
| 726 | /// Iterator for iterating over contained regions
|
---|
| 727 | typedef MapIterator<RegionMap> RegionIterator;
|
---|
| 728 | /// Get an iterator over the regions in this geometry
|
---|
| 729 | RegionIterator getRegionIterator(void);
|
---|
| 730 |
|
---|
| 731 | /** Dump the contents of this StaticGeometry to a file for diagnostic
|
---|
| 732 | purposes.
|
---|
| 733 | */
|
---|
| 734 | virtual void dump(const String& filename) const;
|
---|
| 735 |
|
---|
| 736 |
|
---|
| 737 | };
|
---|
| 738 |
|
---|
| 739 | }
|
---|
| 740 |
|
---|
| 741 | #endif
|
---|
| 742 |
|
---|