BillboardSet.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/Profiler.h"
  25. #include "../Graphics/Batch.h"
  26. #include "../Atomic3D/BillboardSet.h"
  27. #include "../Graphics/Camera.h"
  28. #include "../Graphics/Geometry.h"
  29. #include "../Graphics/Graphics.h"
  30. #include "../Graphics/IndexBuffer.h"
  31. #include "../Graphics/Material.h"
  32. #include "../Graphics/OctreeQuery.h"
  33. #include "../Graphics/VertexBuffer.h"
  34. #include "../IO/MemoryBuffer.h"
  35. #include "../Resource/ResourceCache.h"
  36. #include "../Scene/Node.h"
  37. #include "../DebugNew.h"
  38. namespace Atomic
  39. {
  40. extern const char* GEOMETRY_CATEGORY;
  41. static const float INV_SQRT_TWO = 1.0f / sqrtf(2.0f);
  42. const char* faceCameraModeNames[] =
  43. {
  44. "None",
  45. "Rotate XYZ",
  46. "Rotate Y",
  47. "LookAt XYZ",
  48. "LookAt Y",
  49. 0
  50. };
  51. inline bool CompareBillboards(Billboard* lhs, Billboard* rhs)
  52. {
  53. return lhs->sortDistance_ > rhs->sortDistance_;
  54. }
  55. BillboardSet::BillboardSet(Context* context) :
  56. Drawable(context, DRAWABLE_GEOMETRY),
  57. animationLodBias_(1.0f),
  58. animationLodTimer_(0.0f),
  59. relative_(true),
  60. scaled_(true),
  61. sorted_(false),
  62. faceCameraMode_(FC_ROTATE_XYZ),
  63. geometry_(new Geometry(context)),
  64. vertexBuffer_(new VertexBuffer(context_)),
  65. indexBuffer_(new IndexBuffer(context_)),
  66. bufferSizeDirty_(true),
  67. bufferDirty_(true),
  68. forceUpdate_(false),
  69. sortThisFrame_(false),
  70. sortFrameNumber_(0),
  71. previousOffset_(Vector3::ZERO)
  72. {
  73. geometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2);
  74. geometry_->SetIndexBuffer(indexBuffer_);
  75. batches_.Resize(1);
  76. batches_[0].geometry_ = geometry_;
  77. batches_[0].geometryType_ = GEOM_BILLBOARD;
  78. batches_[0].worldTransform_ = &transforms_[0];
  79. }
  80. BillboardSet::~BillboardSet()
  81. {
  82. }
  83. void BillboardSet::RegisterObject(Context* context)
  84. {
  85. context->RegisterFactory<BillboardSet>(GEOMETRY_CATEGORY);
  86. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  87. MIXED_ACCESSOR_ATTRIBUTE("Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()),
  88. AM_DEFAULT);
  89. ACCESSOR_ATTRIBUTE("Relative Position", IsRelative, SetRelative, bool, true, AM_DEFAULT);
  90. ACCESSOR_ATTRIBUTE("Relative Scale", IsScaled, SetScaled, bool, true, AM_DEFAULT);
  91. ACCESSOR_ATTRIBUTE("Sort By Distance", IsSorted, SetSorted, bool, false, AM_DEFAULT);
  92. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  93. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  94. ENUM_ATTRIBUTE("Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_ROTATE_XYZ, AM_DEFAULT);
  95. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  96. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  97. ACCESSOR_ATTRIBUTE("Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  98. COPY_BASE_ATTRIBUTES(Drawable);
  99. MIXED_ACCESSOR_ATTRIBUTE("Billboards", GetBillboardsAttr, SetBillboardsAttr, VariantVector, Variant::emptyVariantVector,
  100. AM_FILE);
  101. ACCESSOR_ATTRIBUTE("Network Billboards", GetNetBillboardsAttr, SetNetBillboardsAttr, PODVector<unsigned char>,
  102. Variant::emptyBuffer, AM_NET | AM_NOEDIT);
  103. }
  104. void BillboardSet::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  105. {
  106. // If no billboard-level testing, use the Drawable test
  107. if (query.level_ < RAY_TRIANGLE)
  108. {
  109. Drawable::ProcessRayQuery(query, results);
  110. return;
  111. }
  112. // Check ray hit distance to AABB before proceeding with billboard-level tests
  113. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  114. return;
  115. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  116. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  117. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  118. for (unsigned i = 0; i < billboards_.Size(); ++i)
  119. {
  120. if (!billboards_[i].enabled_)
  121. continue;
  122. // Approximate the billboards as spheres for raycasting
  123. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  124. Vector3 center = billboardTransform * billboards_[i].position_;
  125. Sphere billboardSphere(center, size);
  126. float distance = query.ray_.HitDistance(billboardSphere);
  127. if (distance < query.maxDistance_)
  128. {
  129. // If the code reaches here then we have a hit
  130. RayQueryResult result;
  131. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  132. result.normal_ = -query.ray_.direction_;
  133. result.distance_ = distance;
  134. result.drawable_ = this;
  135. result.node_ = node_;
  136. result.subObject_ = i;
  137. results.Push(result);
  138. }
  139. }
  140. }
  141. void BillboardSet::UpdateBatches(const FrameInfo& frame)
  142. {
  143. // If beginning a new frame, assume no sorting first
  144. if (frame.frameNumber_ != sortFrameNumber_)
  145. {
  146. sortThisFrame_ = false;
  147. sortFrameNumber_ = frame.frameNumber_;
  148. }
  149. Vector3 worldPos = node_->GetWorldPosition();
  150. Vector3 offset = (worldPos - frame.camera_->GetNode()->GetWorldPosition());
  151. // Sort if position relative to camera has changed
  152. if (offset != previousOffset_ & sorted_)
  153. sortThisFrame_ = true;
  154. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  155. // Calculate scaled distance for animation LOD
  156. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  157. // If there are no billboards, the size becomes zero, and LOD'ed updates no longer happen. Disable LOD in that case
  158. if (scale > M_EPSILON)
  159. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  160. else
  161. lodDistance_ = 0.0f;
  162. batches_[0].distance_ = distance_;
  163. batches_[0].numWorldTransforms_ = 2;
  164. // Billboard positioning
  165. transforms_[0] = relative_ ? node_->GetWorldTransform() : Matrix3x4::IDENTITY;
  166. // Billboard rotation
  167. transforms_[1] = Matrix3x4(Vector3::ZERO, faceCameraMode_ != FC_NONE ? frame.camera_->GetFaceCameraRotation(
  168. node_->GetWorldPosition(), node_->GetWorldRotation(), faceCameraMode_) : node_->GetWorldRotation(), Vector3::ONE);
  169. }
  170. void BillboardSet::UpdateGeometry(const FrameInfo& frame)
  171. {
  172. if (bufferSizeDirty_ || indexBuffer_->IsDataLost())
  173. UpdateBufferSize();
  174. if (bufferDirty_ || sortThisFrame_ || vertexBuffer_->IsDataLost())
  175. UpdateVertexBuffer(frame);
  176. // If using camera facing, re-update the rotation for the current view now
  177. if (faceCameraMode_ != FC_NONE)
  178. {
  179. transforms_[1] = Matrix3x4(Vector3::ZERO, frame.camera_->GetFaceCameraRotation(node_->GetWorldPosition(),
  180. node_->GetWorldRotation(), faceCameraMode_), Vector3::ONE);
  181. }
  182. }
  183. UpdateGeometryType BillboardSet::GetUpdateGeometryType()
  184. {
  185. // If using camera facing, always need some kind of geometry update, in case the billboard set is rendered from several views
  186. if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost() || sortThisFrame_)
  187. return UPDATE_MAIN_THREAD;
  188. else if (faceCameraMode_ != FC_NONE)
  189. return UPDATE_WORKER_THREAD;
  190. else
  191. return UPDATE_NONE;
  192. }
  193. void BillboardSet::SetMaterial(Material* material)
  194. {
  195. batches_[0].material_ = material;
  196. MarkNetworkUpdate();
  197. }
  198. void BillboardSet::SetNumBillboards(unsigned num)
  199. {
  200. // Prevent negative value being assigned from the editor
  201. if (num > M_MAX_INT)
  202. num = 0;
  203. if (num > MAX_BILLBOARDS)
  204. num = MAX_BILLBOARDS;
  205. unsigned oldNum = billboards_.Size();
  206. billboards_.Resize(num);
  207. // Set default values to new billboards
  208. for (unsigned i = oldNum; i < num; ++i)
  209. {
  210. billboards_[i].position_ = Vector3::ZERO;
  211. billboards_[i].size_ = Vector2::ONE;
  212. billboards_[i].uv_ = Rect::POSITIVE;
  213. billboards_[i].color_ = Color(1.0f, 1.0f, 1.0f);
  214. billboards_[i].rotation_ = 0.0f;
  215. billboards_[i].enabled_ = false;
  216. }
  217. bufferSizeDirty_ = true;
  218. Commit();
  219. }
  220. void BillboardSet::SetRelative(bool enable)
  221. {
  222. relative_ = enable;
  223. Commit();
  224. }
  225. void BillboardSet::SetScaled(bool enable)
  226. {
  227. scaled_ = enable;
  228. Commit();
  229. }
  230. void BillboardSet::SetSorted(bool enable)
  231. {
  232. sorted_ = enable;
  233. Commit();
  234. }
  235. void BillboardSet::SetFaceCameraMode(FaceCameraMode mode)
  236. {
  237. faceCameraMode_ = mode;
  238. MarkNetworkUpdate();
  239. }
  240. void BillboardSet::SetAnimationLodBias(float bias)
  241. {
  242. animationLodBias_ = Max(bias, 0.0f);
  243. MarkNetworkUpdate();
  244. }
  245. void BillboardSet::Commit()
  246. {
  247. MarkPositionsDirty();
  248. MarkNetworkUpdate();
  249. }
  250. Material* BillboardSet::GetMaterial() const
  251. {
  252. return batches_[0].material_;
  253. }
  254. Billboard* BillboardSet::GetBillboard(unsigned index)
  255. {
  256. return index < billboards_.Size() ? &billboards_[index] : (Billboard*)0;
  257. }
  258. void BillboardSet::SetMaterialAttr(const ResourceRef& value)
  259. {
  260. ResourceCache* cache = GetSubsystem<ResourceCache>();
  261. SetMaterial(cache->GetResource<Material>(value.name_));
  262. }
  263. void BillboardSet::SetBillboardsAttr(const VariantVector& value)
  264. {
  265. unsigned index = 0;
  266. unsigned numBillboards = index < value.Size() ? value[index++].GetUInt() : 0;
  267. SetNumBillboards(numBillboards);
  268. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End() && index < value.Size(); ++i)
  269. {
  270. i->position_ = value[index++].GetVector3();
  271. i->size_ = value[index++].GetVector2();
  272. Vector4 uv = value[index++].GetVector4();
  273. i->uv_ = Rect(uv.x_, uv.y_, uv.z_, uv.w_);
  274. i->color_ = value[index++].GetColor();
  275. i->rotation_ = value[index++].GetFloat();
  276. i->enabled_ = value[index++].GetBool();
  277. }
  278. Commit();
  279. }
  280. void BillboardSet::SetNetBillboardsAttr(const PODVector<unsigned char>& value)
  281. {
  282. MemoryBuffer buf(value);
  283. unsigned numBillboards = buf.ReadVLE();
  284. SetNumBillboards(numBillboards);
  285. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  286. {
  287. i->position_ = buf.ReadVector3();
  288. i->size_ = buf.ReadVector2();
  289. i->uv_ = buf.ReadRect();
  290. i->color_ = buf.ReadColor();
  291. i->rotation_ = buf.ReadFloat();
  292. i->enabled_ = buf.ReadBool();
  293. }
  294. Commit();
  295. }
  296. ResourceRef BillboardSet::GetMaterialAttr() const
  297. {
  298. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  299. }
  300. VariantVector BillboardSet::GetBillboardsAttr() const
  301. {
  302. VariantVector ret;
  303. ret.Reserve(billboards_.Size() * 6 + 1);
  304. ret.Push(billboards_.Size());
  305. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  306. {
  307. ret.Push(i->position_);
  308. ret.Push(i->size_);
  309. ret.Push(Vector4(i->uv_.min_.x_, i->uv_.min_.y_, i->uv_.max_.x_, i->uv_.max_.y_));
  310. ret.Push(i->color_);
  311. ret.Push(i->rotation_);
  312. ret.Push(i->enabled_);
  313. }
  314. return ret;
  315. }
  316. const PODVector<unsigned char>& BillboardSet::GetNetBillboardsAttr() const
  317. {
  318. attrBuffer_.Clear();
  319. attrBuffer_.WriteVLE(billboards_.Size());
  320. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  321. {
  322. attrBuffer_.WriteVector3(i->position_);
  323. attrBuffer_.WriteVector2(i->size_);
  324. attrBuffer_.WriteRect(i->uv_);
  325. attrBuffer_.WriteColor(i->color_);
  326. attrBuffer_.WriteFloat(i->rotation_);
  327. attrBuffer_.WriteBool(i->enabled_);
  328. }
  329. return attrBuffer_.GetBuffer();
  330. }
  331. void BillboardSet::OnWorldBoundingBoxUpdate()
  332. {
  333. unsigned enabledBillboards = 0;
  334. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  335. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  336. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  337. BoundingBox worldBox;
  338. for (unsigned i = 0; i < billboards_.Size(); ++i)
  339. {
  340. if (!billboards_[i].enabled_)
  341. continue;
  342. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  343. Vector3 center = billboardTransform * billboards_[i].position_;
  344. Vector3 edge = Vector3::ONE * size;
  345. worldBox.Merge(BoundingBox(center - edge, center + edge));
  346. ++enabledBillboards;
  347. }
  348. // Always merge the node's own position to ensure particle emitter updates continue when the relative mode is switched
  349. worldBox.Merge(node_->GetWorldPosition());
  350. worldBoundingBox_ = worldBox;
  351. }
  352. void BillboardSet::UpdateBufferSize()
  353. {
  354. unsigned numBillboards = billboards_.Size();
  355. if (vertexBuffer_->GetVertexCount() != numBillboards * 4)
  356. vertexBuffer_->SetSize(numBillboards * 4, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2, true);
  357. if (indexBuffer_->GetIndexCount() != numBillboards * 6)
  358. indexBuffer_->SetSize(numBillboards * 6, false);
  359. bufferSizeDirty_ = false;
  360. bufferDirty_ = true;
  361. forceUpdate_ = true;
  362. if (!numBillboards)
  363. return;
  364. // Indices do not change for a given billboard capacity
  365. unsigned short* dest = (unsigned short*)indexBuffer_->Lock(0, numBillboards * 6, true);
  366. if (!dest)
  367. return;
  368. unsigned vertexIndex = 0;
  369. while (numBillboards--)
  370. {
  371. dest[0] = (unsigned short)vertexIndex;
  372. dest[1] = (unsigned short)(vertexIndex + 1);
  373. dest[2] = (unsigned short)(vertexIndex + 2);
  374. dest[3] = (unsigned short)(vertexIndex + 2);
  375. dest[4] = (unsigned short)(vertexIndex + 3);
  376. dest[5] = (unsigned short)vertexIndex;
  377. dest += 6;
  378. vertexIndex += 4;
  379. }
  380. indexBuffer_->Unlock();
  381. indexBuffer_->ClearDataLost();
  382. }
  383. void BillboardSet::UpdateVertexBuffer(const FrameInfo& frame)
  384. {
  385. // If using animation LOD, accumulate time and see if it is time to update
  386. if (animationLodBias_ > 0.0f && lodDistance_ > 0.0f)
  387. {
  388. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  389. if (animationLodTimer_ >= lodDistance_)
  390. animationLodTimer_ = fmodf(animationLodTimer_, lodDistance_);
  391. else
  392. {
  393. // No LOD if immediate update forced
  394. if (!forceUpdate_)
  395. return;
  396. }
  397. }
  398. unsigned numBillboards = billboards_.Size();
  399. unsigned enabledBillboards = 0;
  400. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  401. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  402. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  403. // First check number of enabled billboards
  404. for (unsigned i = 0; i < numBillboards; ++i)
  405. {
  406. if (billboards_[i].enabled_)
  407. ++enabledBillboards;
  408. }
  409. sortedBillboards_.Resize(enabledBillboards);
  410. unsigned index = 0;
  411. // Then set initial sort order and distances
  412. for (unsigned i = 0; i < numBillboards; ++i)
  413. {
  414. Billboard& billboard = billboards_[i];
  415. if (billboard.enabled_)
  416. {
  417. sortedBillboards_[index++] = &billboard;
  418. if (sorted_)
  419. billboard.sortDistance_ = frame.camera_->GetDistanceSquared(billboardTransform * billboards_[i].position_);
  420. }
  421. }
  422. batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, enabledBillboards * 6, false);
  423. bufferDirty_ = false;
  424. forceUpdate_ = false;
  425. if (!enabledBillboards)
  426. return;
  427. if (sorted_)
  428. {
  429. Sort(sortedBillboards_.Begin(), sortedBillboards_.End(), CompareBillboards);
  430. Vector3 worldPos = node_->GetWorldPosition();
  431. // Store the "last sorted position" now
  432. previousOffset_ = (worldPos - frame.camera_->GetNode()->GetWorldPosition());
  433. }
  434. float* dest = (float*)vertexBuffer_->Lock(0, enabledBillboards * 4, true);
  435. if (!dest)
  436. return;
  437. for (unsigned i = 0; i < enabledBillboards; ++i)
  438. {
  439. Billboard& billboard = *sortedBillboards_[i];
  440. Vector2 size(billboard.size_.x_ * billboardScale.x_, billboard.size_.y_ * billboardScale.y_);
  441. unsigned color = billboard.color_.ToUInt();
  442. float rotationMatrix[2][2];
  443. rotationMatrix[0][0] = Cos(billboard.rotation_);
  444. rotationMatrix[0][1] = Sin(billboard.rotation_);
  445. rotationMatrix[1][0] = -rotationMatrix[0][1];
  446. rotationMatrix[1][1] = rotationMatrix[0][0];
  447. dest[0] = billboard.position_.x_;
  448. dest[1] = billboard.position_.y_;
  449. dest[2] = billboard.position_.z_;
  450. ((unsigned&)dest[3]) = color;
  451. dest[4] = billboard.uv_.min_.x_;
  452. dest[5] = billboard.uv_.min_.y_;
  453. dest[6] = -size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  454. dest[7] = -size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  455. dest[8] = billboard.position_.x_;
  456. dest[9] = billboard.position_.y_;
  457. dest[10] = billboard.position_.z_;
  458. ((unsigned&)dest[11]) = color;
  459. dest[12] = billboard.uv_.max_.x_;
  460. dest[13] = billboard.uv_.min_.y_;
  461. dest[14] = size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  462. dest[15] = size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  463. dest[16] = billboard.position_.x_;
  464. dest[17] = billboard.position_.y_;
  465. dest[18] = billboard.position_.z_;
  466. ((unsigned&)dest[19]) = color;
  467. dest[20] = billboard.uv_.max_.x_;
  468. dest[21] = billboard.uv_.max_.y_;
  469. dest[22] = size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  470. dest[23] = size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  471. dest[24] = billboard.position_.x_;
  472. dest[25] = billboard.position_.y_;
  473. dest[26] = billboard.position_.z_;
  474. ((unsigned&)dest[27]) = color;
  475. dest[28] = billboard.uv_.min_.x_;
  476. dest[29] = billboard.uv_.max_.y_;
  477. dest[30] = -size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  478. dest[31] = -size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  479. dest += 32;
  480. }
  481. vertexBuffer_->Unlock();
  482. vertexBuffer_->ClearDataLost();
  483. }
  484. void BillboardSet::MarkPositionsDirty()
  485. {
  486. Drawable::OnMarkedDirty(node_);
  487. bufferDirty_ = true;
  488. }
  489. }