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- //-----------------------------------------------------------------------------
- // 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 );
- }
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