// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "Color.h" #include "Drawable.h" #include "Rect.h" class IndexBuffer; class Graphics; class VertexBuffer; /// One billboard in the billboard set. struct Billboard { /// Position. Vector3 position_; /// Two-dimensional size. Vector2 size_; /// UV coordinates. Rect uv_; /// Color. Color color_; /// Rotation. float rotation_; /// Enabled flag. bool enabled_; /// Sort distance. float sortDistance_; }; /// %Billboard component. class BillboardSet : public Drawable { OBJECT(BillboardSet); public: /// Construct. BillboardSet(Context* context); /// Destruct. virtual ~BillboardSet(); /// Register object factory. static void RegisterObject(Context* context); /// Calculate distance and LOD level for rendering. May be called from worker thread(s), possibly re-entrantly. virtual void UpdateDistance(const FrameInfo& frame); /// Return whether the next geometry update will touch actual GPU resources. virtual bool GetUpdateOnGPU() { return true; } /// 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 should happen in a worker thread. virtual UpdateGeometryType GetUpdateGeometryType(); /// Return number of batches. virtual unsigned GetNumBatches(); /// Fill rendering batch with distance, geometry, material and world transform. virtual void GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex); /// %Set material. void SetMaterial(Material* material); /// %Set number of billboards. void SetNumBillboards(unsigned num); /// %Set whether billboards are relative to the scene node. void SetRelative(bool enable); /// %Set whether scene node scale affects billboards' size. void SetScaled(bool enable); /// %Set whether billboards are sorted by distance. void SetSorted(bool enable); /// %Set animation LOD bias. void SetAnimationLodBias(float bias); /// Call after changing the billboards. void Updated(); /// Return material. Material* GetMaterial() const { return material_; } /// Return number of billboards. unsigned GetNumBillboards() const { return billboards_.Size(); } /// Return all billboards. PODVector& GetBillboards() { return billboards_; } /// Return billboard by index. Billboard* GetBillboard(unsigned index); /// Return whether billboards are relative to the scene node. bool IsRelative() const { return relative_; } /// Return whether scene node scale affects billboards' size. bool IsScaled() const { return scaled_; } /// Return whether billboards are sorted. bool IsSorted() const { return sorted_; } /// Return animation LOD bias. float GetAnimationLodBias() const { return animationLodBias_; } /// %Set material attribute. void SetMaterialAttr(ResourceRef value); /// %Set billboards attribute. void SetBillboardsAttr(VariantVector value); /// %Set billboards attribute for network replication. void SetNetBillboardsAttr(const PODVector& value); /// Return material attribute. ResourceRef GetMaterialAttr() const; /// Return billboards attribute. VariantVector GetBillboardsAttr() const; /// Return billboards attribute for network replication. const PODVector& GetNetBillboardsAttr() const; protected: /// Handle node transform being dirtied. Mark billboards dirty if necessary. virtual void OnMarkedDirty(Node* node); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Mark billboard vertex buffer to need an update. void MarkPositionsDirty(); /// Billboards. PODVector billboards_; /// Animation LOD bias. float animationLodBias_; /// Animation LOD timer. float animationLodTimer_; /// Billboards relative flag. bool relative_; /// Scale affects billboard scale flag. bool scaled_; /// Billboards sorted flag. bool sorted_; private: /// Resize billboard vertex and index buffers. void UpdateBufferSize(); /// Rewrite billboard vertex buffer. void UpdateVertexBuffer(const FrameInfo& frame); /// Geometry. SharedPtr geometry_; /// Material. SharedPtr material_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Index buffer. SharedPtr indexBuffer_; /// Buffers need resize flag. bool bufferSizeDirty_; /// Vertex buffer needs rewrite flag. bool bufferDirty_; /// Force update flag (ignore animation LOD momentarily.) bool forceUpdate_; /// Frame number on which was last sorted. unsigned sortFrameNumber_; /// Previous offset to camera for determining whether sorting is necessary. Vector3 previousOffset_; /// Billboard pointers for sorting. Vector sortedBillboards_; /// Attribute buffer for network replication. mutable VectorBuffer attrBuffer_; };