// // 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 "BoundingBox.h" #include "Component.h" #include "Node.h" #include "GraphicsDefs.h" static const unsigned DRAWABLE_GEOMETRY = 0x1; static const unsigned DRAWABLE_LIGHT = 0x2; static const unsigned DRAWABLE_ZONE = 0x4; static const unsigned DEFAULT_VIEWMASK = M_MAX_UNSIGNED; static const unsigned DEFAULT_LIGHTMASK = M_MAX_UNSIGNED; struct Batch; class Camera; class DebugRenderer; class Geometry; class Light; class Material; class OcclusionBuffer; class Octant; class RayOctreeQuery; /// Rendering frame update parameters struct FrameInfo { /// Frame number unsigned frameNumber_; /// Time elapsed since last frame float timeStep_; /// Viewport size IntVector2 viewSize_; /// Camera being used Camera* camera_; }; /// Base class for visible components class Drawable : public Component { OBJECT(Drawable); friend class Octant; public: /// Construct Drawable(Context* context); /// Destruct virtual ~Drawable(); /// Register object attributes static void RegisterObject(Context* context); /// Process octree raycast virtual void ProcessRayQuery(RayOctreeQuery& query, float initialDistance); /// Update before octree reinsertion. Needs to be requested with MarkForUpdate() virtual void Update(const FrameInfo& frame) {} /// Calculate distance for rendering virtual void UpdateDistance(const FrameInfo& frame); /// Prepare geometry for rendering virtual void UpdateGeometry(const FrameInfo& frame) {} /// Return number of rendering batches virtual unsigned GetNumBatches() { return 0; } /// Return rendering batch virtual void GetBatch(const FrameInfo& frame, unsigned batchIndex, Batch& batch) {} /// Draw to occlusion buffer virtual bool DrawOcclusion(OcclusionBuffer* buffer) { return true; } /// Draw debug geometry virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest); /// Set draw distance void SetDrawDistance(float distance); /// Set shadow draw distance void SetShadowDistance(float distance); /// Set LOD bias void SetLodBias(float bias); /// Set view mask. Will be and'ed with camera's view mask to see if the object should be rendered void SetViewMask(unsigned mask); /// Set light mask. Will be and'ed with light's light mask to see if the object should be lit void SetLightMask(unsigned mask); /// Set maximum number of lights (forward lighting only). Default 0 is unlimited void SetMaxLights(unsigned num); /// Set visible flag void SetVisible(bool enable); /// Set shadowcaster flag void SetCastShadows(bool enable); /// Set occlusion flag void SetOccluder(bool enable); /// Mark for update before octree reinsertion void MarkForUpdate(); /// Return world bounding box const BoundingBox& GetWorldBoundingBox(); /// Return drawable flags unsigned char GetDrawableFlags() const { return drawableFlags_; } /// Return draw distance float GetDrawDistance() const { return drawDistance_; } /// Return shadow draw distance float GetShadowDistance() const { return shadowDistance_; } /// Return LOD bias float GetLodBias() const { return lodBias_; } /// Return view mask unsigned GetViewMask() const { return viewMask_; } /// Return light mask unsigned GetLightMask() const { return lightMask_; } /// Return maximum number of lights unsigned GetMaxLights() const { return maxLights_; } /// Return visible flag bool IsVisible() const { return visible_; } /// Return shadowcaster flag bool GetCastShadows() const { return castShadows_; } /// Return occlusion flag bool IsOccluder() const { return occluder_; } /// Return octree octant Octant* GetOctant() const { return octant_; } /// Set sorting value. Called by View void SetSortValue(float value); /// Mark in view this frame. Called by View void MarkInView(const FrameInfo& frame); /// Mark in a shadow camera view this frame. If an actual view is already set, does not override it. Called by View void MarkInShadowView(const FrameInfo& frame); /// Clear base pass flags. Also resets light vector void ClearBasePass(); /// Set base pass flag for a batch void SetBasePass(unsigned batchIndex); /// Add a light, for drawables that limit the maximum light count void AddLight(Light* light); /// Sort and limit lights to maximum allowed void LimitLights(); /// Return distance from camera float GetDistance() const { return distance_; } /// Return LOD scaled distance from camera float GetLodDistance() const { return lodDistance_; } /// Return sorting value float GetSortValue() const { return sortValue_; } /// Return whether is in view this frame bool IsInView(unsigned frameNumber) const; /// Return whether is visible in a specific view this frame bool IsInView(const FrameInfo& frame) const; /// Return whether has a base pass bool HasBasePass(unsigned batchIndex) const { return (basePassFlags_ & (1 << batchIndex)) != 0; } /// Return lights const std::vector& GetLights() const { return lights_; } protected: /// Handle node being assigned virtual void OnNodeSet(Node* node); /// Handle node transform being dirtied virtual void OnMarkedDirty(Node* node); /// Recalculate world bounding box virtual void OnWorldBoundingBoxUpdate() = 0; /// Add to octree void AddToOctree(); /// Remove from octree void RemoveFromOctree(); /// Move into another octree octant void SetOctant(Octant* octant) { octant_ = octant; } /// Octree octant Octant* octant_; /// World bounding box BoundingBox worldBoundingBox_; /// Draw distance float drawDistance_; /// Shadow distance float shadowDistance_; /// LOD bias float lodBias_; /// View mask unsigned viewMask_; /// Light mask unsigned lightMask_; /// Maximum lights unsigned maxLights_; /// Drawable flags unsigned char drawableFlags_; /// Visible flag bool visible_; /// Shadowcaster flag bool castShadows_; /// Occluder flag bool occluder_; /// Current distance to camera float distance_; /// LOD scaled distance float lodDistance_; /// Current sort value float sortValue_; /// Last visible frame number unsigned viewFrameNumber_; /// Base pass flags per batch index unsigned basePassFlags_; /// Last camera rendered from. Not safe to dereference Camera* viewCamera_; /// Lights affecting this drawable, when light count is limited std::vector lights_; /// Bounding box dirty flag bool worldBoundingBoxDirty_; /// Lod levels dirty flag bool lodLevelsDirty_; }; bool CompareDrawables(const Drawable* lhs, const Drawable* rhs);