28 #ifndef __InstanceBatch_H__
29 #define __InstanceBatch_H__
175 const String &batchName );
247 bool isBatchUnused(
void)
const {
return mUnusedEntities.size() == mInstancedEntities.size(); }
A 3D box aligned with the x/y/z axes.
A viewpoint from which the scene will be rendered.
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
This is the main starting point for the new instancing system.
vector< unsigned short >::type IndexMap
Abstract class defining a movable object in a scene.
'New' rendering operation using vertex buffers.
Class to manage the scene object rendering queue.
Visitor object that can be used to iterate over a collection of Renderable instances abstractly.
Abstract class defining the interface all renderable objects must implement.
virtual OGRE_DEPRECATED void setUserAny(const Any &anything)
virtual OGRE_DEPRECATED const Any & getUserAny(void) const
Defines a part of a complete mesh.
Class representing an approach to rendering this particular Material.
4-dimensional homogeneous vector.
virtual bool checkSubMeshCompatibility(const SubMesh *baseSubMesh)
Returns false on errors that would prevent building this batch from the given submesh.
InstanceBatch(InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName)
CustomParamsVec mCustomParams
bool isBatchUnused(void) const
Returns true if it no instanced entity has been requested or all of them have been removed.
Mesh::IndexMap const * mIndexToBoneMap
Real getSquaredViewDepth(const Camera *cam) const
AxisAlignedBox mFullBoundingBox
This bbox contains all (visible) instanced entities.
virtual void setupIndices(const SubMesh *baseSubMesh)=0
InstancedEntityVec mInstancedEntities
void _markTransformSharingDirty()
Tells that the list of entity instances with shared transforms has changed.
const LightList & getLights(void) const
const Mesh::IndexMap * _getIndexToBoneMap() const
const AxisAlignedBox & getBoundingBox(void) const
vector< Vector4 >::type CustomParamsVec
virtual size_t calculateMaxNumInstances(const SubMesh *baseSubMesh, uint16 flags) const =0
Some techniques have a limit on how many instances can be done.
void _defragmentBatch(bool optimizeCulling, InstancedEntityVec &usedEntities, CustomParamsVec &usedParams)
bool mRemoveOwnIndexData
When true remove the memory of the IndexData we've created because no one else will.
Real mCachedCameraDist
Cached distance to last camera for getSquaredViewDepth.
void defragmentBatchDoCull(InstancedEntityVec &usedEntities, CustomParamsVec &usedParams)
const String & getMovableType(void) const
bool _supportsSkeletalAnimation() const
Returns true if this technique supports skeletal animation.
bool mTechnSupportsSkeletal
False if a technique doesn't support skeletal animation.
void _setCustomParam(InstancedEntity *instancedEntity, unsigned char idx, const Vector4 &newParam)
void defragmentBatchNoCull(InstancedEntityVec &usedEntities, CustomParamsVec &usedParams)
void removeInstancedEntity(InstancedEntity *instancedEntity)
Removes an InstancedEntity from the scene retrieved with getNewInstancedEntity, putting back into a q...
Technique * getTechnique(void) const
virtual void buildFrom(const SubMesh *baseSubMesh, const RenderOperation &renderOperation)
Instancing consumes significantly more GPU memory than regular rendering methods.
virtual void createAllInstancedEntities(void)
virtual void deleteUnusedInstancedEntities(void)
InstancedEntity * createInstancedEntity()
Returns a pointer to a new InstancedEntity ready to use Note it's actually preallocated,...
void _defragmentBatchDiscard(void)
Real getBoundingRadius(void) const
virtual RenderOperation build(const SubMesh *baseSubMesh)
Constructs all the data needed to use this batch, as well as the InstanceEntities.
void _setInstancesPerBatch(size_t instancesPerBatch)
Raises an exception if trying to change it after being built.
virtual InstancedEntity * generateInstancedEntity(size_t num)
Creates a new InstancedEntity instance.
virtual void deleteAllInstancedEntities(void)
InstancedEntityVec mUnusedEntities
void visitRenderables(Renderable::Visitor *visitor, bool debugRenderables=false)
Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject ...
bool mRemoveOwnVertexData
When true remove the memory of the VertexData we've created because no one else will.
virtual void _boundsDirty(void)
Called by InstancedEntity(s) to tell us we need to update the bounds (we touch the SceneNode so the S...
virtual void _updateRenderQueue(RenderQueue *queue)
Internal method by which the movable object must add Renderable subclass instances to the rendering q...
virtual void setupVertices(const SubMesh *baseSubMesh)=0
virtual void setStaticAndUpdate(bool bStatic)
Tells this batch to stop updating animations, positions, rotations, and display all it's active insta...
bool isBatchFull(void) const
const Camera * mCachedCamera
The camera for which the cached distance is valid.
const Ogre::MeshPtr & _getMeshReference(void) const
const MaterialPtr & getMaterial(void) const
size_t mInstancesPerBatch
void getRenderOperation(RenderOperation &op)
InstanceManager * mCreator
void makeMatrixCameraRelative3x4(float *mat3x4, size_t numFloats)
Takes an array of 3x4 matrices and makes it camera relative.
void updateVisibility(void)
RenderOperation mRenderOperation
virtual bool useBoneWorldMatrices() const
Tells whether world bone matrices need to be calculated.
void _notifyCurrentCamera(Camera *cam)
void getInstancedEntitiesInUse(InstancedEntityVec &outEntities, CustomParamsVec &outParams)
Fills the input vector with the instances that are currently being used or were requested.
unsigned short mMaterialLodIndex
bool mTransformSharingDirty
Tells that the list of entity instances with shared transforms has changed.
vector< InstancedEntity * >::type InstancedEntityVec
virtual bool isStatic() const
Returns true if this batch was set as static.
const Vector4 & _getCustomParam(InstancedEntity *instancedEntity, unsigned char idx)
float Real
Software floating point type.