// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Graphics/Drawable.h" #include "../Math/Frustum.h" namespace Atomic { class Drawable2D; class IndexBuffer; class Material; class Technique; class VertexBuffer; struct FrameInfo; struct SourceBatch2D; /// 2D view batch info. struct ViewBatchInfo2D { /// Construct. ViewBatchInfo2D(); /// Vertex buffer update frame number. unsigned vertexBufferUpdateFrameNumber_; /// Index count. unsigned indexCount_; /// Vertex count. unsigned vertexCount_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Batch updated frame number. unsigned batchUpdatedFrameNumber_; /// Source batches. PODVector sourceBatches_; /// Batch count; unsigned batchCount_; /// Distances. PODVector distances_; /// Materials. Vector > materials_; /// Geometries. Vector > geometries_; }; /// 2D renderer component. class ATOMIC_API Renderer2D : public Drawable { ATOMIC_OBJECT(Renderer2D, Drawable); friend void CheckDrawableVisibilityWork(const WorkItem* item, unsigned threadIndex); public: /// Construct. Renderer2D(Context* context); /// Destruct. ~Renderer2D(); /// Register object factory. static void RegisterObject(Context* context); /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly. virtual void UpdateBatches(const FrameInfo& frame); /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update.) virtual void UpdateGeometry(const FrameInfo& frame); /// Return whether a geometry update is necessary, and if it can happen in a worker thread. virtual UpdateGeometryType GetUpdateGeometryType(); /// Add Drawable2D. void AddDrawable(Drawable2D* drawable); /// Remove Drawable2D. void RemoveDrawable(Drawable2D* drawable); /// Return material by texture and blend mode. Material* GetMaterial(Texture2D* texture, BlendMode blendMode); /// Check visibility. bool CheckVisibility(Drawable2D* drawable) const; // ATOMIC BEGIN /// Whether this renderer uses triangles (instead of quads) void SetUseTris(bool useTris) { useTris_ = useTris; } bool GetUseTris() const { return useTris_; } // ATOMIC END private: /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Create material by texture and blend mode. SharedPtr CreateMaterial(Texture2D* texture, BlendMode blendMode); /// Handle view update begin event. Determine Drawable2D's and their batches here. void HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData); /// Get all drawables in node. void GetDrawables(PODVector& drawables, Node* node); /// Update view batch info. void UpdateViewBatchInfo(ViewBatchInfo2D& viewBatchInfo, Camera* camera); /// Add view batch. void AddViewBatch(ViewBatchInfo2D& viewBatchInfo, Material* material, unsigned indexStart, unsigned indexCount, unsigned vertexStart, unsigned vertexCount, float distance); /// Index buffer. SharedPtr indexBuffer_; /// Material. SharedPtr material_; /// Drawables. PODVector drawables_; /// View frame info for current frame. FrameInfo frame_; /// View batch info. HashMap viewBatchInfos_; /// Frustum for current frame. Frustum frustum_; /// View mask of current camera for visibility checking. unsigned viewMask_; /// Cached materials. HashMap > > cachedMaterials_; /// Cached techniques per blend mode. HashMap > cachedTechniques_; // ATOMIC BEGIN /// Whether or not the renderer containts tris (default is quads) bool useTris_; // ATOMIC END }; }