// // Urho3D Engine // Copyright (c) 2008-2012 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 "GraphicsDefs.h" #include "Node.h" static const unsigned DRAWABLE_GEOMETRY = 0x1; static const unsigned DRAWABLE_LIGHT = 0x2; static const unsigned DRAWABLE_ZONE = 0x4; static const unsigned DRAWABLE_ANY = 0xff; static const unsigned DEFAULT_VIEWMASK = M_MAX_UNSIGNED; static const unsigned DEFAULT_LIGHTMASK = M_MAX_UNSIGNED; static const unsigned DEFAULT_SHADOWMASK = M_MAX_UNSIGNED; static const unsigned DEFAULT_ZONEMASK = M_MAX_UNSIGNED; static const int DRAWABLES_PER_WORK_ITEM = 16; static const int MAX_VERTEX_LIGHTS = 6; struct Batch; class Camera; class DebugRenderer; class Geometry; class Light; class Material; class OcclusionBuffer; class Octant; class RayOctreeQuery; class Zone; struct RayQueryResult; struct WorkItem; /// Geometry update type. enum UpdateGeometryType { UPDATE_NONE = 0, UPDATE_MAIN_THREAD, UPDATE_WORKER_THREAD }; /// 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; friend class Octree; friend void UpdateDrawablesWork(const WorkItem* item, unsigned threadIndex); public: /// Construct. Drawable(Context* context); /// Destruct. virtual ~Drawable(); /// Register object attributes. Drawable must be registered first. static void RegisterObject(Context* context); /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Update before octree reinsertion. Is called from a worker thread. Needs to be requested with MarkForUpdate(). virtual void Update(const FrameInfo& frame) {} /// Calculate distance and LOD level for rendering.May be called from worker thread(s), possibly re-entrantly. virtual void UpdateDistance(const FrameInfo& frame); /// Prepare geometry for rendering. 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 UPDATE_NONE; } /// Return number of rendering batches. virtual unsigned GetNumBatches() { return 0; } /// Fill rendering batch with distance, geometry, material and world transform. virtual void GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex) {} /// Return number of occlusion geometry triangles. virtual unsigned GetNumOccluderTriangles() { return 0; } /// Draw to occlusion buffer. Return true if did not run out of triangles. virtual bool DrawOcclusion(OcclusionBuffer* buffer) { return true; } /// Add debug geometry to the debug renderer. 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. Is and'ed with camera's view mask to see if the object should be rendered. void SetViewMask(unsigned mask); /// %Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit. void SetLightMask(unsigned mask); /// %Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map. void SetShadowMask(unsigned mask); /// %Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone. void SetZoneMask(unsigned mask); /// %Set maximum number of per-pixel lights. 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); /// %Set occludee flag. void SetOccludee(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 shadow mask. unsigned GetShadowMask() const { return shadowMask_; } /// Return zone mask. unsigned GetZoneMask() const { return zoneMask_; } /// Return maximum number of per-pixel lights. unsigned GetMaxLights() const { return maxLights_; } /// Return visible flag. bool IsVisible() const { return visible_; } /// Return shadowcaster flag. bool GetCastShadows() const { return castShadows_; } /// Return occluder flag. bool IsOccluder() const { return occluder_; } /// Return occludee flag. bool IsOccludee() const { return occludee_; } /// %Set new zone. void SetZone(Zone* zone, bool temporary = false); /// %Set sorting value. void SetSortValue(float value); /// %Set view-space depth bounds. void SetMinMaxZ(float minZ, float maxZ); /// Mark in view (either the main camera, or a shadow camera view) this frame. void MarkInView(const FrameInfo& frame, bool mainView = true); /// Clear lights and base pass flags for a new frame. void ClearLights(); /// Add a per-pixel light. void AddLight(Light* light); /// Add a per-vertex light. void AddVertexLight(Light* light); /// Sort and limit per-pixel lights to maximum allowed. Convert extra lights into vertex lights. void LimitLights(); /// Sort and limit per-vertex lights to maximum allowed. void LimitVertexLights(); /// %Set base pass flag for a batch. void SetBasePass(unsigned batchIndex) { basePassFlags_ |= (1 << batchIndex); } /// Return octree octant. Octant* GetOctant() const { return octant_; } /// Return current zone. Zone* GetZone() const; /// Return previous zone. Zone* GetLastZone() const; /// 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 viewFrameNumber_ == frameNumber; } /// Return whether is visible in a specific view this frame. bool IsInView(const FrameInfo& frame, bool mainView = true) const { return viewFrameNumber_ == frame.frameNumber_ && viewFrame_ == &frame && (!mainView || viewCamera_ == frame.camera_); } /// Return whether has a base pass. bool HasBasePass(unsigned batchIndex) const { return (basePassFlags_ & (1 << batchIndex)) != 0; } /// Return per-pixel lights. const PODVector& GetLights() const { return lights_; } /// Return per-vertex lights. const PODVector& GetVertexLights() const { return vertexLights_; } /// Return the first added per-pixel light. Light* GetFirstLight() const { return firstLight_; } /// Return the minimum view-space depth. float GetMinZ() const { return minZ_; } /// Return the maximum view-space depth. float GetMaxZ() const { return maxZ_; } protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Handle node transform being dirtied. virtual void OnMarkedDirty(Node* node); /// Recalculate the world-space 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; } /// World bounding box. BoundingBox worldBoundingBox_; /// Drawable flags. unsigned char drawableFlags_; /// Bounding box dirty flag. bool worldBoundingBoxDirty_; /// Visible flag. bool visible_; /// Shadowcaster flag. bool castShadows_; /// Occluder flag. bool occluder_; /// Occludee flag. bool occludee_; /// Octree update queued flag. bool updateQueued_; /// Octree reinsertion queued flag. bool reinsertionQueued_; /// View mask. unsigned viewMask_; /// Light mask. unsigned lightMask_; /// Shadow mask. unsigned shadowMask_; /// Zone mask. unsigned zoneMask_; /// Last visible frame number. unsigned viewFrameNumber_; /// Current distance to camera. float distance_; /// LOD scaled distance. float lodDistance_; /// Draw distance. float drawDistance_; /// Shadow distance. float shadowDistance_; /// Current sort value. float sortValue_; /// Current minimum view space depth. float minZ_; /// Current maximum view space depth. float maxZ_; /// LOD bias. float lodBias_; /// Base pass flags. unsigned basePassFlags_; /// Maximum lights. unsigned maxLights_; /// Octree octant. Octant* octant_; /// First per-pixel light added this frame. Light* firstLight_; /// Per-pixel lights affecting this drawable. PODVector lights_; /// Per-vertex lights affecting this drawable. PODVector vertexLights_; /// Current zone. WeakPtr zone_; /// Previous zone. WeakPtr lastZone_; /// Last view's frameinfo. Not safe to dereference. const FrameInfo* viewFrame_; /// Last view's camera. Not safe to dereference. Camera* viewCamera_; /// Zone assignment temporary flag. bool temporaryZone_; }; inline bool CompareDrawables(Drawable* lhs, Drawable* rhs) { return lhs->GetSortValue() < rhs->GetSortValue(); }