This is the same technique the old "InstancedGeometry" implementation used (with improvements).
More...
|
| InstanceBatchShader (InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName) |
|
virtual void | _boundsDirty (void) |
| Called by InstancedEntity(s) to tell us we need to update the bounds (we touch the SceneNode so the SceneManager aknowledges such change) More...
|
|
void | _defragmentBatch (bool optimizeCulling, InstancedEntityVec &usedEntities, CustomParamsVec &usedParams) |
|
void | _defragmentBatchDiscard (void) |
|
MovableObjectFactory * | _getCreator (void) const |
| Get the creator of this object, if any (internal use only) More...
|
|
const Vector4 & | _getCustomParam (InstancedEntity *instancedEntity, unsigned char idx) |
|
const Mesh::IndexMap * | _getIndexToBoneMap () const |
|
LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
|
|
SceneManager * | _getManager (void) const |
| Get the manager of this object, if any (internal use only) More...
|
|
MeshPtr & | _getMeshRef () |
|
const Ogre::MeshPtr & | _getMeshReference (void) const |
|
virtual const Affine3 & | _getParentNodeFullTransform (void) const |
| Return the full transformation of the parent sceneNode or the attachingPoint node. More...
|
|
void | _markTransformSharingDirty () |
| Tells that the list of entity instances with shared transforms has changed. More...
|
|
virtual void | _notifyAttached (Node *parent, bool isTagPoint=false) |
| Internal method called to notify the object that it has been attached to a node. More...
|
|
virtual void | _notifyCreator (MovableObjectFactory *fact) |
| Notify the object of it's creator (internal use only) More...
|
|
void | _notifyCurrentCamera (Camera *cam) |
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
|
|
virtual void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
|
|
virtual void | _notifyMoved (void) |
| Internal method called to notify the object that it has been moved. More...
|
|
virtual void | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. More...
|
|
virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
|
|
void | _setCustomParam (InstancedEntity *instancedEntity, unsigned char idx, const Vector4 &newParam) |
|
void | _setInstancesPerBatch (size_t instancesPerBatch) |
| Raises an exception if trying to change it after being built. More...
|
|
bool | _supportsSkeletalAnimation () const |
| Returns true if this technique supports skeletal animation. More...
|
|
void | _updateBounds (void) |
|
virtual void | _updateCustomGpuParameter (const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const |
| Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows. More...
|
|
virtual void | _updateRenderQueue (RenderQueue *queue) |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
|
|
void | addQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
|
|
void | addVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
|
|
virtual RenderOperation | build (const SubMesh *baseSubMesh) |
| Constructs all the data needed to use this batch, as well as the InstanceEntities. More...
|
|
void | buildFrom (const SubMesh *baseSubMesh, const RenderOperation &renderOperation) |
|
size_t | calculateMaxNumInstances (const SubMesh *baseSubMesh, uint16 flags) const |
|
virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
|
|
InstancedEntity * | createInstancedEntity () |
| Returns a pointer to a new InstancedEntity ready to use Note it's actually preallocated, so no memory allocation happens at this point. More...
|
|
void | detachFromParent (void) |
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
|
|
const StringVector & | getAnimableValueNames (void) const |
| Gets a list of animable value names for this object. More...
|
|
const AxisAlignedBox & | getBoundingBox (void) const |
| Retrieves the local axis-aligned bounding box for this object. More...
|
|
Real | getBoundingRadius (void) const |
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
|
|
bool | getCastShadows (void) const |
| Returns whether shadow casting is enabled for this object. More...
|
|
virtual bool | getCastsShadows (void) const |
| Method which reports whether this renderable would normally cast a shadow. More...
|
|
const Vector4 & | getCustomParameter (size_t index) const |
| Gets the custom value associated with this Renderable at the given index. More...
|
|
const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const |
| Overridden member from ShadowCaster. More...
|
|
EdgeData * | getEdgeList (void) |
| Returns details of the edges which might be used to determine a silhouette. More...
|
|
void | getInstancedEntitiesInUse (InstancedEntityVec &outEntities, CustomParamsVec &outParams) |
| Fills the input vector with the instances that are currently being used or were requested. More...
|
|
const AxisAlignedBox & | getLightCapBounds (void) const |
| Overridden member from ShadowCaster. More...
|
|
uint32 | getLightMask () const |
| Get a bitwise mask which will filter the lights affecting this object. More...
|
|
const LightList & | getLights (void) const |
| Gets a list of lights, ordered relative to how close they are to this renderable. More...
|
|
Listener * | getListener (void) const |
| Gets the current listener for this object. More...
|
|
const MaterialPtr & | getMaterial (void) const |
| Retrieves a weak reference to the material this renderable object uses. More...
|
|
const String & | getMovableType (void) const |
| Returns the type name of this object. More...
|
|
const String & | getName (void) const |
| Returns the name of this object. More...
|
|
unsigned short | getNumWorldTransforms (void) const |
| Returns the number of world transform matrices this renderable requires. More...
|
|
Node * | getParentNode (void) const |
| Returns the node to which this object is attached. More...
|
|
SceneNode * | getParentSceneNode (void) const |
| Returns the scene node to which this object is attached. More...
|
|
Real | getPointExtrusionDistance (const Light *l) const |
| Get the distance to extrude for a point/spot light. More...
|
|
bool | getPolygonModeOverrideable (void) const |
| Gets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. More...
|
|
uint32 | getQueryFlags (void) const |
| Returns the query flags relevant for this object. More...
|
|
bool | getReceivesShadows () |
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
|
|
Real | getRenderingDistance (void) const |
| Gets the distance at which batches are no longer rendered. More...
|
|
Real | getRenderingMinPixelSize () const |
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
|
|
void | getRenderOperation (RenderOperation &op) |
| Gets the render operation required to send this object to the frame buffer. More...
|
|
uint8 | getRenderQueueGroup (void) const |
| Gets the queue group for this entity. More...
|
|
const RenderSystemDataPtr & | getRenderSystemData () const |
| Gets RenderSystem private data. More...
|
|
ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0) |
| Define a default implementation of method from ShadowCaster which implements no shadows. More...
|
|
Real | getSquaredViewDepth (const Camera *cam) const |
| Returns the camera-relative squared depth of this renderable. More...
|
|
Technique * | getTechnique (void) const |
| Retrieves a pointer to the Material Technique this renderable object uses. More...
|
|
virtual uint32 | getTypeFlags (void) const |
| Get the 'type flags' for this MovableObject. More...
|
|
bool | getUseIdentityProjection (void) const |
| Returns whether or not to use an 'identity' projection. More...
|
|
bool | getUseIdentityView (void) const |
| Returns whether or not to use an 'identity' view. More...
|
|
const Any & | getUserAny (void) const |
|
const Any & | getUserAny (void) const |
|
UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
|
|
UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
|
|
const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
|
|
const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
|
|
uint32 | getVisibilityFlags (void) const |
| Returns the visibility flags relevant for this object. More...
|
|
bool | getVisible (void) const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
|
|
virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const |
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
|
|
virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const |
| Retrieves the worldspace bounding sphere for this object. More...
|
|
void | getWorldTransforms (Matrix4 *xform) const |
| Gets the world transform matrix / matrices for this renderable object. More...
|
|
bool | hasCustomParameter (size_t index) const |
| Checks whether a custom value is associated with this Renderable at the given index. More...
|
|
bool | hasEdgeList (void) |
| Returns whether the object has a valid edge list. More...
|
|
bool | isAttached (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint. More...
|
|
bool | isBatchFull (void) const |
|
bool | isBatchUnused (void) const |
| Returns true if it no instanced entity has been requested or all of them have been removed. More...
|
|
bool | isDebugDisplayEnabled (void) const |
| Gets whether debug display of this object is enabled. More...
|
|
virtual bool | isInScene (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
|
|
bool | isParentTagPoint () const |
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
|
|
virtual bool | isStatic () const |
| Returns true if this batch was set as static. More...
|
|
virtual bool | isVisible (void) const |
| Returns whether or not this object is supposed to be visible or not. More...
|
|
virtual void | postRender (SceneManager *sm, RenderSystem *rsys) |
| Called immediately after the Renderable has been rendered. More...
|
|
virtual bool | preRender (SceneManager *sm, RenderSystem *rsys) |
| Called just prior to the Renderable being rendered. More...
|
|
const LightList & | queryLights (void) const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
|
|
void | removeCustomParameter (size_t index) |
| Removes a custom value which is associated with this Renderable at the given index. More...
|
|
void | removeInstancedEntity (InstancedEntity *instancedEntity) |
| Removes an InstancedEntity from the scene retrieved with getNewInstancedEntity, putting back into a queue. More...
|
|
void | removeQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
|
|
void | removeVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
|
|
void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
|
|
void | setCustomParameter (size_t index, const Vector4 &value) |
| Sets a custom parameter for this Renderable, which may be used to drive calculations for this specific Renderable, like GPU program parameters. More...
|
|
void | setDebugDisplayEnabled (bool enabled) |
| Sets whether or not the debug display of this object is enabled. More...
|
|
void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
|
|
void | setListener (Listener *listener) |
| Sets a listener for this object. More...
|
|
void | setPolygonModeOverrideable (bool override) |
| Sets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. More...
|
|
void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
|
|
void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
|
|
void | setRenderingMinPixelSize (Real pixelSize) |
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
|
|
virtual void | setRenderQueueGroup (uint8 queueID) |
| Sets the render queue group this entity will be rendered through. More...
|
|
virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) |
| Sets the render queue group and group priority this entity will be rendered through. More...
|
|
void | setRenderSystemData (RenderSystemDataPtr val) const |
| Sets RenderSystem private data. More...
|
|
virtual void | setStaticAndUpdate (bool bStatic) |
| Tells this batch to stop updating animations, positions, rotations, and display all it's active instances. More...
|
|
void | setUseIdentityProjection (bool useIdentityProjection) |
| Sets whether or not to use an 'identity' projection. More...
|
|
void | setUseIdentityView (bool useIdentityView) |
| Sets whether or not to use an 'identity' view. More...
|
|
void | setUserAny (const Any &anything) |
|
void | setUserAny (const Any &anything) |
|
void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
|
|
void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
|
|
virtual bool | useBoneWorldMatrices () const |
| Tells whether world bone matrices need to be calculated. More...
|
|
void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) |
| Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
|
|
This is the same technique the old "InstancedGeometry" implementation used (with improvements).
Basically it creates a large vertex buffer with many repeating entities, and sends per instance data through shader constants. Because SM 2.0 & 3.0 have up to 256 shader constant registers, this means there can be approx up to 84 instances per batch, assuming they're not skinned But using shader constants for other stuff (i.e. lighting) also affects negatively this number A mesh with skeletally animated 2 bones reduces the number 84 to 42 instances per batch.
- The main advantage of this technique is that it's supported on a high variety of hardware (SM 2.0 cards are required) and the same shader can be used for both skeletally animated normal entities and instanced entities without a single change required.
- Unlike the old InstancedGeometry implementation, the developer doesn't need to worry about reaching the 84 instances limit, the InstanceManager automatically takes care of splitting and creating new batches. But beware internally, this means less performance improvement. Another improvement is that vertex buffers are shared between batches, which significantly reduces GPU VRAM usage.
- Author
- Matias N. Goldberg ("dark_sylinc")
- Version
- 1.0