OGRE
13.6
Object-Oriented Graphics Rendering Engine
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This is technique requires true instancing hardware support. More...
#include <OgreInstanceBatchHW.h>
Public Member Functions | |
InstanceBatchHW (InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName) | |
virtual | ~InstanceBatchHW () |
void | _boundsDirty (void) override |
Overloaded so that we don't perform needless updates when in static mode. More... | |
void | _updateRenderQueue (RenderQueue *queue) override |
Overloaded to avoid updating skeletons (which we don't support), check visibility on a per unit basis and finally updated the vertex buffer. More... | |
void | buildFrom (const SubMesh *baseSubMesh, const RenderOperation &renderOperation) override |
size_t | calculateMaxNumInstances (const SubMesh *baseSubMesh, uint16 flags) const override |
void | getWorldTransforms (Matrix4 *xform) const override |
Gets the world transform matrix / matrices for this renderable object. More... | |
bool | isStatic () const override |
Returns true if this batch was set as static. More... | |
void | setStaticAndUpdate (bool bStatic) override |
Public Member Functions inherited from Ogre::InstanceBatch | |
InstanceBatch (InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName) | |
virtual | ~InstanceBatch () |
void | _defragmentBatch (bool optimizeCulling, InstancedEntityVec &usedEntities, CustomParamsVec &usedParams) |
void | _defragmentBatchDiscard (void) |
const Vector4f & | _getCustomParam (InstancedEntity *instancedEntity, unsigned char idx) |
const Mesh::IndexMap * | _getIndexToBoneMap () const |
MeshPtr & | _getMeshRef () |
const Ogre::MeshPtr & | _getMeshReference (void) const |
void | _markTransformSharingDirty () |
Tells that the list of entity instances with shared transforms has changed. More... | |
void | _notifyCurrentCamera (Camera *cam) override |
Internal method to notify the object of the camera to be used for the next rendering operation. More... | |
void | _setCustomParam (InstancedEntity *instancedEntity, unsigned char idx, const Vector4f &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 RenderOperation | build (const SubMesh *baseSubMesh) |
Constructs all the data needed to use this batch, as well as the InstanceEntities. 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... | |
const AxisAlignedBox & | getBoundingBox (void) const override |
Retrieves the local axis-aligned bounding box for this object. More... | |
Real | getBoundingRadius (void) const override |
Retrieves the radius of the origin-centered bounding sphere for this object. More... | |
void | getInstancedEntitiesInUse (InstancedEntityVec &outEntities, CustomParamsVec &outParams) |
Fills the input vector with the instances that are currently being used or were requested. More... | |
const LightList & | getLights (void) const override |
Gets a list of lights, ordered relative to how close they are to this renderable. More... | |
const MaterialPtr & | getMaterial (void) const override |
Retrieves a weak reference to the material this renderable object uses. More... | |
const String & | getMovableType (void) const override |
Returns the type name of this object. More... | |
void | getRenderOperation (RenderOperation &op) override |
Gets the render operation required to send this object to the frame buffer. More... | |
Real | getSquaredViewDepth (const Camera *cam) const override |
Returns the squared distance between the camera and this renderable. More... | |
Technique * | getTechnique (void) const override |
Retrieves a pointer to the Material Technique this renderable object uses. More... | |
const Any & | getUserAny (void) const |
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... | |
void | removeInstancedEntity (InstancedEntity *instancedEntity) |
Removes an InstancedEntity from the scene retrieved with getNewInstancedEntity, putting back into a queue. More... | |
void | setUserAny (const Any &anything) |
virtual bool | useBoneWorldMatrices () const |
Tells whether world bone matrices need to be calculated. More... | |
void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) override |
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... | |
Public Member Functions inherited from Ogre::Renderable | |
Renderable () | |
virtual | ~Renderable () |
Virtual destructor needed as class has virtual methods. More... | |
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 bool | getCastsShadows (void) const |
Method which reports whether this renderable would normally cast a shadow. More... | |
const Vector4f & | getCustomParameter (size_t index) const |
Gets the custom value associated with this Renderable at the given index. More... | |
virtual uint16 | getNumWorldTransforms (void) const |
Returns the number of world transform matrices this renderable requires. More... | |
bool | getPolygonModeOverrideable (void) const |
Gets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. 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 |
UserObjectBindings & | getUserObjectBindings () |
Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More... | |
const UserObjectBindings & | getUserObjectBindings () const |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
bool | hasCustomParameter (size_t index) const |
Checks whether a custom value is associated with this Renderable at the given index. 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... | |
void | removeCustomParameter (size_t index) |
Removes a custom value which is associated with this Renderable at the given index. More... | |
void | setCustomParameter (size_t index, const Vector4f &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 | setPolygonModeOverrideable (bool override) |
Sets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. 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) |
Public Member Functions inherited from Ogre::MovableObject | |
MovableObject () | |
Constructor. More... | |
MovableObject (const String &name) | |
Named constructor. More... | |
virtual | ~MovableObject () |
Virtual destructor - read Scott Meyers if you don't know why this is needed. More... | |
MovableObjectFactory * | _getCreator (void) const |
Get the creator of this object, if any (internal use only) More... | |
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... | |
virtual const Affine3 & | _getParentNodeFullTransform (void) const |
Return the full transformation of the parent sceneNode or the attachingPoint node. 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... | |
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 | 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... | |
void | detachFromParent (void) |
Detaches an object from a parent SceneNode or TagPoint, if attached. More... | |
Real | getBoundingRadiusScaled () const |
as getBoundingRadius, but with scaling applied More... | |
bool | getCastShadows (void) const override |
Returns whether shadow casting is enabled for this object. More... | |
const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const override |
Gets the world space bounding box of the dark cap, as extruded using the light provided. More... | |
EdgeData * | getEdgeList (void) override |
Returns details of the edges which might be used to determine a silhouette. More... | |
const AxisAlignedBox & | getLightCapBounds (void) const override |
Gets the world space bounding box of the light cap. More... | |
uint32 | getLightMask () const |
Get a bitwise mask which will filter the lights affecting this object. More... | |
Listener * | getListener (void) const |
Gets the current listener for this object. More... | |
const String & | getName (void) const |
Returns the name of this object. 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 override |
Get the distance to extrude for a point/spot light. More... | |
virtual 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... | |
uint8 | getRenderQueueGroup (void) const |
Gets the queue group for this entity. More... | |
const ShadowRenderableList & | getShadowVolumeRenderableList (const Light *light, const HardwareIndexBufferPtr &indexBuffer, size_t &indexBufferUsedSize, float extrusionDist, int flags=0) override |
Define a default implementation of method from ShadowCaster which implements no shadows. More... | |
virtual uint32 | getTypeFlags (void) const |
Get the 'type flags' for this MovableObject. More... | |
const Any & | getUserAny (void) const |
UserObjectBindings & | getUserObjectBindings () |
Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More... | |
const UserObjectBindings & | getUserObjectBindings () const |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More... | |
virtual 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... | |
const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const override |
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... | |
bool | isAttached (void) const |
Returns true if this object is attached to a SceneNode or TagPoint. 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 | isVisible (void) const |
Returns whether or not this object is supposed to be visible or not. More... | |
const LightList & | queryLights (void) const |
Gets a list of lights, ordered relative to how close they are to this movable object. 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 | 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 | 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 | 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... | |
Public Member Functions inherited from Ogre::ShadowCaster | |
virtual | ~ShadowCaster () |
bool | hasEdgeList () |
Returns whether the object has a valid edge list. More... | |
Public Member Functions inherited from Ogre::AnimableObject | |
AnimableObject () | |
virtual | ~AnimableObject () |
virtual AnimableValuePtr | createAnimableValue (const String &valueName) |
Create a reference-counted AnimableValuePtr for the named value. More... | |
const StringVector & | getAnimableValueNames (void) const |
Gets a list of animable value names for this object. More... | |
Additional Inherited Members | |
Public Types inherited from Ogre::InstanceBatch | |
typedef std::vector< Vector4f > | CustomParamsVec |
typedef std::vector< InstancedEntity * > | InstancedEntityVec |
Public Types inherited from Ogre::Renderable | |
enum | { DEFAULT_PRIORITY = 100 } |
Public Types inherited from Ogre::ShadowCaster | |
typedef Ogre::ShadowRenderableList | ShadowRenderableList |
typedef VectorIterator< ShadowRenderableList > | ShadowRenderableListIterator |
Static Public Member Functions inherited from Ogre::MovableObject | |
static uint32 | getDefaultQueryFlags () |
Get the default query flags for all future MovableObject instances. More... | |
static uint32 | getDefaultVisibilityFlags () |
Get the default visibility flags for all future MovableObject instances. More... | |
static void | setDefaultQueryFlags (uint32 flags) |
Set the default query flags for all future MovableObject instances. More... | |
static void | setDefaultVisibilityFlags (uint32 flags) |
Set the default visibility flags for all future MovableObject instances. More... | |
Static Public Member Functions inherited from Ogre::ShadowCaster | |
static void | clearShadowRenderableList (ShadowRenderableList &shadowRenderables) |
Common implementation of releasing shadow renderables. More... | |
static void | extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist) |
Utility method for extruding vertices based on a light. More... | |
This is technique requires true instancing hardware support.
Basically it creates a cloned vertex buffer from the original, with an extra buffer containing 3 additional TEXCOORDS
(12 bytes) repeated as much as the instance count. That will be used for each instance data.
The main advantage of this technique is that it's VERY fast; but it doesn't support skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles, debris, bricks, trees, sprites. This batch is one of the few (if not the only) techniques that allows culling on an individual basis. This means we can save vertex shader performance for instances that aren't in scene or just not focused by the camera.