[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 __SubEntity_H__
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| 26 | #define __SubEntity_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 "OgreString.h"
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| 31 | #include "OgreRenderable.h"
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| 32 | #include "OgreHardwareBufferManager.h"
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| 33 |
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| 34 | namespace Ogre {
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| 35 |
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| 36 | /** Utility class which defines the sub-parts of an Entity.
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| 37 | @remarks
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| 38 | Just as meshes are split into submeshes, an Entity is made up of
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| 39 | potentially multiple SubMeshes. These are mainly here to provide the
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| 40 | link between the Material which the SubEntity uses (which may be the
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| 41 | default Material for the SubMesh or may have been changed for this
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| 42 | object) and the SubMesh data.
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| 43 | @par
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| 44 | The SubEntity also allows the application some flexibility in the
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| 45 | material properties for this section of a particular instance of this
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| 46 | Mesh, e.g. tinting the windows on a car model.
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| 47 | @par
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| 48 | SubEntity instances are never created manually. They are created at
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| 49 | the same time as their parent Entity by the SceneManager method
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| 50 | createEntity.
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| 51 | */
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| 52 | class _OgreExport SubEntity: public Renderable
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| 53 | {
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| 54 | // Note no virtual functions for efficiency
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| 55 | friend class Entity;
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| 56 | friend class SceneManager;
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| 57 | protected:
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| 58 | /** Private constructor - don't allow creation by anybody else.
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| 59 | */
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| 60 | SubEntity(Entity* parent, SubMesh* subMeshBasis);
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| 61 |
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| 62 | /** Private destructor.
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| 63 | */
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| 64 | virtual ~SubEntity();
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| 65 |
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| 66 | /// Pointer to parent.
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| 67 | Entity* mParentEntity;
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| 68 |
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| 69 | /// Name of Material in use by this SubEntity.
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| 70 | String mMaterialName;
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| 71 |
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| 72 | /// Cached pointer to material.
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| 73 | MaterialPtr mpMaterial;
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| 74 |
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| 75 | // Pointer to the SubMesh defining geometry.
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| 76 | SubMesh* mSubMesh;
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| 77 |
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| 78 | /// Is this SubEntity visible?
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| 79 | bool mVisible;
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| 80 |
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| 81 | /// The LOD number of the material to use, calculated by Entity::_notifyCurrentCamera
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| 82 | unsigned short mMaterialLodIndex;
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| 83 |
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| 84 | /// blend buffer details for dedicated geometry
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| 85 | VertexData* mSkelAnimVertexData;
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| 86 | /// Quick lookup of buffers
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| 87 | TempBlendedBufferInfo mTempSkelAnimInfo;
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| 88 | /// Temp buffer details for software Vertex anim geometry
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| 89 | TempBlendedBufferInfo mTempVertexAnimInfo;
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| 90 | /// Vertex data details for software Vertex anim of shared geometry
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| 91 | VertexData* mSoftwareVertexAnimVertexData;
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| 92 | /// Vertex data details for hardware Vertex anim of shared geometry
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| 93 | /// - separate since we need to s/w anim for shadows whilst still altering
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| 94 | /// the vertex data for hardware morphing (pos2 binding)
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| 95 | VertexData* mHardwareVertexAnimVertexData;
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| 96 | /// Have we applied any vertex animation to geometry?
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| 97 | bool mVertexAnimationAppliedThisFrame;
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| 98 | /// Number of hardware blended poses supported by material
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| 99 | ushort mHardwarePoseCount;
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| 100 |
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| 101 | /** Internal method for preparing this Entity for use in animation. */
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| 102 | void prepareTempBlendBuffers(void);
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| 103 |
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| 104 | public:
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| 105 | /** Gets the name of the Material in use by this instance.
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| 106 | */
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| 107 | const String& getMaterialName() const;
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| 108 |
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| 109 | /** Sets the name of the Material to be used.
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| 110 | @remarks
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| 111 | By default a SubEntity uses the default Material that the SubMesh
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| 112 | uses. This call can alter that so that the Material is different
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| 113 | for this instance.
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| 114 | */
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| 115 | void setMaterialName( const String& name );
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| 116 |
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| 117 | /** Tells this SubEntity whether to be visible or not. */
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| 118 | virtual void setVisible(bool visible);
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| 119 |
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| 120 | /** Returns whether or not this SubEntity is supposed to be visible. */
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| 121 | virtual bool isVisible(void) const;
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| 122 |
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| 123 | /** Accessor method to read mesh data.
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| 124 | */
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| 125 | SubMesh* getSubMesh(void);
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| 126 |
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| 127 | /** Overridden - see Renderable.
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| 128 | */
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| 129 | const MaterialPtr& getMaterial(void) const;
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| 130 |
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| 131 | /** Overridden - see Renderable.
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| 132 | */
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| 133 | Technique* getTechnique(void) const;
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| 134 |
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| 135 | /** Overridden - see Renderable.
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| 136 | */
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| 137 | void getRenderOperation(RenderOperation& op);
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| 138 |
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| 139 | /** Overridden - see Renderable.
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| 140 | */
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| 141 | void getWorldTransforms(Matrix4* xform) const;
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| 142 | /** @copydoc Renderable::getWorldOrientation */
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| 143 | const Quaternion& getWorldOrientation(void) const;
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| 144 | /** @copydoc Renderable::getWorldPosition */
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| 145 | const Vector3& getWorldPosition(void) const;
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| 146 | /** Overridden - see Renderable.
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| 147 | */
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| 148 | bool getNormaliseNormals(void) const;
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| 149 | /** Overridden - see Renderable.
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| 150 | */
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| 151 | unsigned short getNumWorldTransforms(void) const;
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| 152 | /** Overridden, see Renderable */
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| 153 | Real getSquaredViewDepth(const Camera* cam) const;
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| 154 | /** @copydoc Renderable::getLights */
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| 155 | const LightList& getLights(void) const;
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| 156 | /** @copydoc Renderable::getCastsShadows */
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| 157 | bool getCastsShadows(void) const;
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| 158 | /** Advanced method to get the temporarily blended vertex information
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| 159 | for entities which are software skinned.
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| 160 | @remarks
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| 161 | Internal engine will eliminate software animation if possible, this
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| 162 | information is unreliable unless added request for software animation
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| 163 | via Entity::addSoftwareAnimationRequest.
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| 164 | @note
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| 165 | The positions/normals of the returned vertex data is in object space.
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| 166 | */
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| 167 | VertexData* _getSkelAnimVertexData(void);
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| 168 | /** Advanced method to get the temporarily blended software morph vertex information
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| 169 | @remarks
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| 170 | Internal engine will eliminate software animation if possible, this
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| 171 | information is unreliable unless added request for software animation
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| 172 | via Entity::addSoftwareAnimationRequest.
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| 173 | @note
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| 174 | The positions/normals of the returned vertex data is in object space.
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| 175 | */
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| 176 | VertexData* _getSoftwareVertexAnimVertexData(void);
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| 177 | /** Advanced method to get the hardware morph vertex information
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| 178 | @note
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| 179 | The positions/normals of the returned vertex data is in object space.
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| 180 | */
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| 181 | VertexData* _getHardwareVertexAnimVertexData(void);
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| 182 | /** Advanced method to get the temp buffer information for software
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| 183 | skeletal animation.
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| 184 | */
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| 185 | TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(void);
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| 186 | /** Advanced method to get the temp buffer information for software
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| 187 | morph animation.
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| 188 | */
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| 189 | TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(void);
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| 190 | /// Retrieve the VertexData which should be used for GPU binding
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| 191 | VertexData* getVertexDataForBinding(void);
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| 192 |
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| 193 | /** Mark all vertex data as so far unanimated.
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| 194 | */
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| 195 | void _markBuffersUnusedForAnimation(void);
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| 196 | /** Mark all vertex data as animated.
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| 197 | */
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| 198 | void _markBuffersUsedForAnimation(void);
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| 199 | /** Are buffers already marked as vertex animated? */
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| 200 | bool _getBuffersMarkedForAnimation(void) const { return mVertexAnimationAppliedThisFrame; }
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| 201 | /** Internal method to copy original vertex data to the morph structures
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| 202 | should there be no active animation in use.
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| 203 | */
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| 204 | void _restoreBuffersForUnusedAnimation(bool hardwareAnimation);
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| 205 |
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| 206 | /** Overridden from Renderble to provide some custom behaviour. */
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| 207 | void _updateCustomGpuParameter(
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| 208 | const GpuProgramParameters::AutoConstantEntry& constantEntry,
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| 209 | GpuProgramParameters* params) const;
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| 210 | };
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| 211 |
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| 212 | }
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| 213 |
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| 214 |
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| 215 | #endif
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