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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __StaticGeometry_H__ #define __StaticGeometry_H__ #include "OgrePrerequisites.h" #include "OgreMovableObject.h" #include "OgreRenderable.h" namespace Ogre { /** Pre-transforms and batches up meshes for efficient use as static geometry in a scene. @remarks Modern graphics cards (GPUs) prefer to receive geometry in large batches. It is orders of magnitude faster to render 10 batches of 10,000 triangles than it is to render 10,000 batches of 10 triangles, even though both result in the same number of on-screen triangles. @par Therefore it is important when you are rendering a lot of geometry to batch things up into as few rendering calls as possible. This class allows you to build a batched object from a series of entities in order to benefit from this behaviour. Batching has implications of it's own though: @li Batched geometry cannot be subdivided; that means that the whole group will be displayed, or none of it will. This obivously has culling issues. @li A single world transform must apply to the entire batch. Therefore once you have batched things, you can't move them around relative to each other. That's why this class is most useful when dealing with static geometry (hence the name). In addition, geometry is effectively duplicated, so if you add 3 entities based on the same mesh in different positions, they will use 3 times the geometry space than the movable version (which re-uses the same geometry). So you trade memory and flexibility of movement for pure speed when using this class. @li A single material must apply for each batch. In fact this class allows you to use multiple materials, but you should be aware that internally this means that there is one batch per material. Therefore you won't gain as much benefit from the batching if you use many different materials; try to keep the number down. @par In order to retain some sort of culling, this class will batch up meshes in localised regions. The size and shape of these blocks is controlled by the SceneManager which contructs this object, since it makes sense to batch things up in the most appropriate way given the existing partitioning of the scene. @par The LOD settings of both the Mesh and the Materials used in constructing this static geometry will be respected. This means that if you use meshes/materials which have LOD, batches in the distance will have a lower polygon count or material detail to those in the foreground. Since each mesh might have different LOD distances, during build the furthest distance at each LOD level from all meshes in that region is used. This means all the LOD levels change at the same time, but at the furthest distance of any of them (so quality is not degraded). Be aware that using Mesh LOD in this class will further increase the memory required. Only generated LOD is supported for meshes. @par There are 2 ways you can add geometry to this class; you can add Entity objects directly with predetermined positions, scales and orientations, or you can add an entire SceneNode and it's subtree, including all the objects attached to it. Once you've added everthing you need to, you have to call build() the fix the geometry in place. @note This class is not a replacement for world geometry (@see SceneManager::setWorldGeometry). The single most efficient way to render large amounts of static geometry is to use a SceneManager which is specialised for dealing with that particular world structure. However, this class does provide you with a good 'halfway house' between generalised movable geometry (Entity) which works with all SceneManagers but isn't efficient when using very large numbers, and highly specialised world geometry which is extremely fast but not generic and typically requires custom world editors. @par You should not construct instances of this class directly; instead, cal SceneManager::createStaticGeometry, which gives the SceneManager the option of providing you with a specialised version of this class if it wishes, and also handles the memory management for you like other classes. @note Warning: this class only works with triangle lists at the moment, do not pass it triangle strips, fans or lines / points. */ class _OgreExport StaticGeometry { public: /** Struct holding geometry optimised per SubMesh / lod level, ready for copying to instances. @remarks Since we're going to be duplicating geometry lots of times, it's far more important that we don't have redundant vertex data. If a SubMesh uses shared geometry, or we're looking at a lower LOD, not all the vertices are being referenced by faces on that submesh. Therefore to duplicate them, potentially hundreds or even thousands of times, would be extremely wasteful. Therefore, if a SubMesh at a given LOD has wastage, we create an optimised version of it's geometry which is ready for copying with no wastage. */ class _OgrePrivate OptimisedSubMeshGeometry { public: OptimisedSubMeshGeometry() :vertexData(0), indexData(0) {} ~OptimisedSubMeshGeometry() { delete vertexData; delete indexData; } VertexData *vertexData; IndexData *indexData; }; typedef std::list
OptimisedSubMeshGeometryList; /// Saved link between SubMesh at a LOD and vertex/index data /// May point to original or optimised geometry struct SubMeshLodGeometryLink { VertexData* vertexData; IndexData* indexData; }; typedef std::vector
SubMeshLodGeometryLinkList; typedef std::map
SubMeshGeometryLookup; /// Structure recording a queued submesh for the build struct QueuedSubMesh { SubMesh* submesh; /// Link to LOD list of geometry, potentially optimised SubMeshLodGeometryLinkList* geometryLodList; String materialName; Vector3 position; Quaternion orientation; Vector3 scale; /// Pre-transformed world AABB AxisAlignedBox worldBounds; }; typedef std::vector
QueuedSubMeshList; /// Structure recording a queued geometry for low level builds struct QueuedGeometry { SubMeshLodGeometryLink* geometry; Vector3 position; Quaternion orientation; Vector3 scale; }; typedef std::vector
QueuedGeometryList; // forward declarations class LODBucket; class MaterialBucket; class Region; /** A GeometryBucket is a the lowest level bucket where geometry with the same vertex & index format is stored. It also acts as the renderable. */ class _OgreExport GeometryBucket : public Renderable { protected: /// Geometry which has been queued up pre-build (not for deallocation) QueuedGeometryList mQueuedGeometry; /// Pointer to parent bucket MaterialBucket* mParent; /// String identifying the vertex / index format String mFormatString; /// Vertex information, includes current number of vertices /// committed to be a part of this bucket VertexData* mVertexData; /// Index information, includes index type which limits the max /// number of vertices which are allowed in one bucket IndexData* mIndexData; /// Size of indexes HardwareIndexBuffer::IndexType mIndexType; /// Maximum vertex indexable size_t mMaxVertexIndex; template
void copyIndexes(const T* src, T* dst, size_t count, size_t indexOffset) { if (indexOffset == 0) { memcpy(dst, src, sizeof(T) * count); } else { while(count--) { *dst++ = static_cast
(*src++ + indexOffset); } } } public: GeometryBucket(MaterialBucket* parent, const String& formatString, const VertexData* vData, const IndexData* iData); virtual ~GeometryBucket(); MaterialBucket* getParent(void) { return mParent; } /// Get the vertex data for this geometry const VertexData* getVertexData(void) const { return mVertexData; } /// Get the index data for this geometry const IndexData* getIndexData(void) const { return mIndexData; } /// @copydoc Renderable::getMaterial const MaterialPtr& getMaterial(void) const; Technique* getTechnique(void) const; void getRenderOperation(RenderOperation& op); void getWorldTransforms(Matrix4* xform) const; const Quaternion& getWorldOrientation(void) const; const Vector3& getWorldPosition(void) const; Real getSquaredViewDepth(const Camera* cam) const; const LightList& getLights(void) const; bool getCastsShadows(void) const; /** Try to assign geometry to this bucket. @returns false if there is no room left in this bucket */ bool assign(QueuedGeometry* qsm); /// Build void build(bool stencilShadows); /// Dump contents for diagnostics void dump(std::ofstream& of) const; }; /** A MaterialBucket is a collection of smaller buckets with the same Material (and implicitly the same LOD). */ class _OgreExport MaterialBucket { public: /// list of Geometry Buckets in this region typedef std::vector
GeometryBucketList; protected: /// Pointer to parent LODBucket LODBucket* mParent; /// Material being used String mMaterialName; /// Pointer to material being used MaterialPtr mMaterial; /// Active technique Technique* mTechnique; /// list of Geometry Buckets in this region GeometryBucketList mGeometryBucketList; // index to current Geometry Buckets for a given geometry format typedef std::map
CurrentGeometryMap; CurrentGeometryMap mCurrentGeometryMap; /// Get a packed string identifying the geometry format String getGeometryFormatString(SubMeshLodGeometryLink* geom); public: MaterialBucket(LODBucket* parent, const String& materialName); virtual ~MaterialBucket(); LODBucket* getParent(void) { return mParent; } /// Get the material name const String& getMaterialName(void) const { return mMaterialName; } /// Assign geometry to this bucket void assign(QueuedGeometry* qsm); /// Build void build(bool stencilShadows); /// Add children to the render queue void addRenderables(RenderQueue* queue, uint8 group, Real camSquaredDist); /// Get the material for this bucket const MaterialPtr& getMaterial(void) const { return mMaterial; } /// Iterator over geometry typedef VectorIterator
GeometryIterator; /// Get an iterator over the contained geometry GeometryIterator getGeometryIterator(void); /// Get the current Technique Technique* getCurrentTechnique(void) const { return mTechnique; } /// Dump contents for diagnostics void dump(std::ofstream& of) const; }; /** A LODBucket is a collection of smaller buckets with the same LOD. @remarks LOD refers to Mesh LOD here. Material LOD can change separately at the next bucket down from this. */ class _OgreExport LODBucket { public: /// Lookup of Material Buckets in this region typedef std::map
MaterialBucketMap; protected: /// Pointer to parent region Region* mParent; /// LOD level (0 == full LOD) unsigned short mLod; /// distance at which this LOD starts to apply (squared) Real mSquaredDistance; /// Lookup of Material Buckets in this region MaterialBucketMap mMaterialBucketMap; /// Geometry queued for a single LOD (deallocated here) QueuedGeometryList mQueuedGeometryList; public: LODBucket(Region* parent, unsigned short lod, Real lodDist); virtual ~LODBucket(); Region* getParent(void) { return mParent; } /// Get the lod index ushort getLod(void) const { return mLod; } /// Get the lod squared distance Real getSquaredDistance(void) const { return mSquaredDistance; } /// Assign a queued submesh to this bucket, using specified mesh LOD void assign(QueuedSubMesh* qsm, ushort atLod); /// Build void build(bool stencilShadows); /// Add children to the render queue void addRenderables(RenderQueue* queue, uint8 group, Real camSquaredDistance); /// Iterator over the materials in this LOD typedef MapIterator
MaterialIterator; /// Get an iterator over the materials in this LOD MaterialIterator getMaterialIterator(void); /// Dump contents for diagnostics void dump(std::ofstream& of) const; }; /** The details of a topological region which is the highest level of partitioning for this class. @remarks The size & shape of regions entirely depends on the SceneManager specific implementation. It is a MovableObject since it will be attached to a node based on the local centre - in practice it won't actually move (although in theory it could). */ class _OgreExport Region : public MovableObject { public: /// list of LOD Buckets in this region typedef std::vector
LODBucketList; protected: /** Nested class to allow region shadows. */ class _OgreExport RegionShadowRenderable : public ShadowRenderable { protected: Region* mParent; // Shared link to position buffer HardwareVertexBufferSharedPtr mPositionBuffer; // Shared link to w-coord buffer (optional) HardwareVertexBufferSharedPtr mWBuffer; public: RegionShadowRenderable(Region* parent, HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, bool createSeparateLightCap, bool isLightCap = false); ~RegionShadowRenderable(); /// Overridden from ShadowRenderable void getWorldTransforms(Matrix4* xform) const; /// Overridden from ShadowRenderable const Quaternion& getWorldOrientation(void) const; /// Overridden from ShadowRenderable const Vector3& getWorldPosition(void) const; HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; } HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; } }; /// Parent static geometry StaticGeometry* mParent; /// Scene manager link SceneManager* mSceneMgr; /// Scene node SceneNode* mNode; /// Local list of queued meshes (not used for deallocation) QueuedSubMeshList mQueuedSubMeshes; /// Unique identifier for the region uint32 mRegionID; /// Center of the region Vector3 mCentre; /// LOD distances (squared) as built up - use the max at each level std::vector
mLodSquaredDistances; /// Local AABB relative to region centre AxisAlignedBox mAABB; /// Local bounding radius Real mBoundingRadius; /// The current lod level, as determined from the last camera ushort mCurrentLod; /// Current camera distance, passed on to do material lod later Real mCamDistanceSquared; /// List of LOD buckets LODBucketList mLodBucketList; /// List of lights for this region mutable LightList mLightList; /// The last frame that this light list was updated in mutable ulong mLightListUpdated; /// Edge list, used if stencil shadow casting is enabled EdgeData* mEdgeList; /// List of shadow renderables ShadowRenderableList mShadowRenderables; /// Is a vertex program in use somewhere in this region? bool mVertexProgramInUse; public: Region(StaticGeometry* parent, const String& name, SceneManager* mgr, uint32 regionID, const Vector3& centre); virtual ~Region(); // more fields can be added in subclasses StaticGeometry* getParent(void) const { return mParent;} /// Assign a queued mesh to this region, read for final build void assign(QueuedSubMesh* qmesh); /// Build this region void build(bool stencilShadows); /// Get the region ID of this region uint32 getID(void) const { return mRegionID; } /// Get the centre point of the region const Vector3& getCentre(void) const { return mCentre; } const String& getMovableType(void) const; void _notifyCurrentCamera(Camera* cam); const AxisAlignedBox& getBoundingBox(void) const; Real getBoundingRadius(void) const; void _updateRenderQueue(RenderQueue* queue); bool isVisible(void) const; uint32 getTypeFlags(void) const; typedef VectorIterator
LODIterator; /// Get an iterator over the LODs in this region LODIterator getLODIterator(void); /// @copydoc ShadowCaster::getShadowVolumeRenderableIterator ShadowRenderableListIterator getShadowVolumeRenderableIterator( ShadowTechnique shadowTechnique, const Light* light, HardwareIndexBufferSharedPtr* indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ); /// Overridden from MovableObject EdgeData* getEdgeList(void); /** Overridden member from ShadowCaster. */ bool hasEdgeList(void); /// Dump contents for diagnostics void dump(std::ofstream& of) const; }; /** Indexed region map based on packed x/y/z region index, 10 bits for each axis. @remarks Regions are indexed 0-1023 in all axes, where for example region 0 in the x axis begins at mOrigin.x + (mRegionDimensions.x * -512), and region 1023 ends at mOrigin + (mRegionDimensions.x * 512). */ typedef std::map
RegionMap; protected: // General state & settings SceneManager* mOwner; String mName; bool mBuilt; Real mUpperDistance; Real mSquaredUpperDistance; bool mCastShadows; Vector3 mRegionDimensions; Vector3 mHalfRegionDimensions; Vector3 mOrigin; bool mVisible; /// The render queue to use when rendering this object uint8 mRenderQueueID; /// Flags whether the RenderQueue's default should be used. bool mRenderQueueIDSet; QueuedSubMeshList mQueuedSubMeshes; /// List of geometry which has been optimised for SubMesh use /// This is the primary storage used for cleaning up later OptimisedSubMeshGeometryList mOptimisedSubMeshGeometryList; /** Cached links from SubMeshes to (potentially optimised) geometry This is not used for deletion since the lookup may reference original vertex data */ SubMeshGeometryLookup mSubMeshGeometryLookup; /// Map of regions RegionMap mRegionMap; /** Virtual method for getting a region most suitable for the passed in bounds. Can be overridden by subclasses. */ virtual Region* getRegion(const AxisAlignedBox& bounds, bool autoCreate); /** Get the region within which a point lies */ virtual Region* getRegion(const Vector3& point, bool autoCreate); /** Get the region using indexes */ virtual Region* getRegion(ushort x, ushort y, ushort z, bool autoCreate); /** Get the region using a packed index, returns null if it doesn't exist. */ virtual Region* getRegion(uint32 index); /** Get the region indexes for a point. */ virtual void getRegionIndexes(const Vector3& point, ushort& x, ushort& y, ushort& z); /** Pack 3 indexes into a single index value */ virtual uint32 packIndex(ushort x, ushort y, ushort z); /** Get the volume intersection for an indexed region with some bounds. */ virtual Real getVolumeIntersection(const AxisAlignedBox& box, ushort x, ushort y, ushort z); /** Get the bounds of an indexed region. */ virtual AxisAlignedBox getRegionBounds(ushort x, ushort y, ushort z); /** Get the centre of an indexed region. */ virtual Vector3 getRegionCentre(ushort x, ushort y, ushort z); /** Calculate world bounds from a set of vertex data. */ virtual AxisAlignedBox calculateBounds(VertexData* vertexData, const Vector3& position, const Quaternion& orientation, const Vector3& scale); /** Look up or calculate the geometry data to use for this SubMesh */ SubMeshLodGeometryLinkList* determineGeometry(SubMesh* sm); /** Split some shared geometry into dedicated geometry. */ void splitGeometry(VertexData* vd, IndexData* id, SubMeshLodGeometryLink* targetGeomLink); typedef std::map
IndexRemap; /** Method for figuring out which vertices are used by an index buffer and calculating a remap lookup for a vertex buffer just containing those vertices. */ template
void buildIndexRemap(T* pBuffer, size_t numIndexes, IndexRemap& remap) { remap.clear(); for (size_t i = 0; i < numIndexes; ++i) { // use insert since duplicates are silently discarded remap.insert(IndexRemap::value_type(*pBuffer++, remap.size())); // this will have mapped oldindex -> new index IF oldindex // wasn't already there } } /** Method for altering indexes based on a remap. */ template
void remapIndexes(T* src, T* dst, const IndexRemap& remap, size_t numIndexes) { for (size_t i = 0; i < numIndexes; ++i) { // look up original and map to target IndexRemap::const_iterator ix = remap.find(*src++); assert(ix != remap.end()); *dst++ = static_cast
(ix->second); } } public: /// Constructor; do not use directly (@see SceneManager::createStaticGeometry) StaticGeometry(SceneManager* owner, const String& name); /// Destructor virtual ~StaticGeometry(); /// Get the name of this object const String& getName(void) const { return mName; } /** Adds an Entity to the static geometry. @remarks This method takes an existing Entity and adds its details to the list of elements to include when building. Note that the Entity itself is not copied or referenced in this method; an Entity is passed simply so that you can change the materials of attached SubEntity objects if you want. You can add the same Entity instance multiple times with different material settings completely safely, and destroy the Entity before destroying this StaticGeometry if you like. The Entity passed in is simply used as a definition. @note Must be called before 'build'. @param ent The Entity to use as a definition (the Mesh and Materials referenced will be recorded for the build call). @param position The world position at which to add this Entity @param orientation The world orientation at which to add this Entity @param scale The scale at which to add this entity */ virtual void addEntity(Entity* ent, const Vector3& position, const Quaternion& orientation = Quaternion::IDENTITY, const Vector3& scale = Vector3::UNIT_SCALE); /** Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry. @remarks This method performs just like addEntity, except it adds all the entities attached to an entire sub-tree to the geometry. The position / orientation / scale parameters are taken from the node structure instead of being specified manually. @note The SceneNode you pass in will not be automatically detached from it's parent, so if you have this node already attached to the scene graph, you will need to remove it if you wish to avoid the overhead of rendering
both
the original objects and their new static versions! We don't do this for you incase you are preparing this in advance and so don't want the originals detached yet. @note Must be called before 'build'. @param node Pointer to the node to use to provide a set of Entity templates */ virtual void addSceneNode(const SceneNode* node); /** Build the geometry. @remarks Based on all the entities which have been added, and the batching options which have been set, this method constructs the batched geometry structures required. The batches are added to the scene and will be rendered unless you specifically hide them. @note Once you have called this method, you can no longer add any more entities. */ virtual void build(void); /** Destroys all the built geometry state (reverse of build). @remarks You can call build() again after this and it will pick up all the same entities / nodes you queued last time. */ virtual void destroy(void); /** Clears any of the entities / nodes added to this geometry and destroys anything which has already been built. */ virtual void reset(void); /** Sets the distance at which batches are no longer rendered. @remarks This lets you turn off batches at a given distance. This can be useful for things like detail meshes (grass, foliage etc) and could be combined with a shader which fades the geometry out beforehand to lessen the effect. @param dist Distance beyond which the batches will not be rendered (the default is 0, which means batches are always rendered). */ virtual void setRenderingDistance(Real dist) { mUpperDistance = dist; mSquaredUpperDistance = mUpperDistance * mUpperDistance; } /** Gets the distance at which batches are no longer rendered. */ virtual Real getRenderingDistance(void) const { return mUpperDistance; } /** Gets the squared distance at which batches are no longer rendered. */ virtual Real getSquaredRenderingDistance(void) const { return mSquaredUpperDistance; } /** Hides or shows all the batches. */ virtual void setVisible(bool visible); /** Are the batches visible? */ virtual bool isVisible(void) const { return mVisible; } /** Sets whether this geometry should cast shadows. @remarks No matter what the settings on the original entities, the StaticGeometry class defaults to not casting shadows. This is because, being static, unless you have moving lights you'd be better to use precalculated shadows of some sort. However, if you need them, you can enable them using this method. If the SceneManager is set up to use stencil shadows, edge lists will be copied from the underlying meshes on build. It is essential that all meshes support stencil shadows in this case. @note If you intend to use stencil shadows, you must set this to true before calling 'build' as well as making sure you set the scene's shadow type (that should always be the first thing you do anyway). You can turn shadows off temporarily but they can never be turned on if they were not at the time of the build. */ virtual void setCastShadows(bool castShadows); /// Will the geometry from this object cast shadows? virtual bool getCastShadows(void) { return mCastShadows; } /** Sets the size of a single region of geometry. @remarks This method allows you to configure the physical world size of each region, so you can balance culling against batch size. Entities will be fitted within the batch they most closely fit, and the eventual bounds of each batch may well be slightly larger than this if they overlap a little. The default is Vector3(1000, 1000, 1000). @note Must be called before 'build'. @param size Vector3 expressing the 3D size of each region. */ virtual void setRegionDimensions(const Vector3& size) { mRegionDimensions = size; mHalfRegionDimensions = size * 0.5; } /** Gets the size of a single batch of geometry. */ virtual const Vector3& getRegionDimensions(void) const { return mRegionDimensions; } /** Sets the origin of the geometry. @remarks This method allows you to configure the world centre of the geometry, thus the place which all regions surround. You probably don't need to mess with this unless you have a seriously large world, since the default set up can handle an area 1024 * mRegionDimensions, and the sparseness of population is no issue when it comes to rendering. The default is Vector3(0,0,0). @note Must be called before 'build'. @param size Vector3 expressing the 3D origin of the geometry. */ virtual void setOrigin(const Vector3& origin) { mOrigin = origin; } /** Gets the origin of this geometry. */ virtual const Vector3& getOrigin(void) const { return mOrigin; } /** Sets the render queue group this object will be rendered through. @remarks Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want to perform more complex rendering. @par See RenderQueue for more details. @param queueID Enumerated value of the queue group to use. */ virtual void setRenderQueueGroup(uint8 queueID); /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */ virtual uint8 getRenderQueueGroup(void) const; /// Iterator for iterating over contained regions typedef MapIterator
RegionIterator; /// Get an iterator over the regions in this geometry RegionIterator getRegionIterator(void); /** Dump the contents of this StaticGeometry to a file for diagnostic purposes. */ virtual void dump(const String& filename) const; }; } #endif
OgreStaticGeometry.h
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