//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "forest/forestCellBatch.h" #include "forest/forestItem.h" ForestCellBatch::ForestCellBatch() : mDirty( false ), mBounds( Box3F::Invalid ) { } ForestCellBatch::~ForestCellBatch() { } bool ForestCellBatch::add( const ForestItem &item ) { // A little hacky, but don't allow more than 65K / 6 items // in a cell... this is generally the VB size limit on hardware. const U32 maxItems = 10000; if ( mItems.size() > maxItems ) return false; // Do the pre batching tests... if it fails // then we cannot batch this type! if ( !_prepBatch( item ) ) return false; // Add it to our list and we'll populate the VB at render time. mItems.push_back( item ); mDirty = true; // Expand out bounds. const Box3F &box = item.getWorldBox(); mBounds.intersect( box ); return true; } void ForestCellBatch::render( SceneRenderState *state ) { if ( mDirty ) { _rebuildBatch(); mDirty = false; } _render( state ); }