// Copyright (c) 2008-2023 the Urho3D project // License: MIT /// \file #pragma once #include "../GraphicsAPI/GraphicsDefs.h" #include "../Math/BoundingBox.h" #include "../Scene/Component.h" namespace Urho3D { enum class DrawableTypes : u8 { Undefined = 0, Geometry = 1 << 0, Light = 1 << 1, Zone = 1 << 2, Geometry2D = 1 << 3, Any = 0xFF }; URHO3D_FLAGS(DrawableTypes); inline constexpr mask32 DEFAULT_VIEWMASK = M_U32_MASK_ALL_BITS; inline constexpr mask32 DEFAULT_LIGHTMASK = M_U32_MASK_ALL_BITS; inline constexpr mask32 DEFAULT_SHADOWMASK = M_U32_MASK_ALL_BITS; inline constexpr mask32 DEFAULT_ZONEMASK = M_U32_MASK_ALL_BITS; inline constexpr i32 MAX_VERTEX_LIGHTS = 4; inline constexpr float ANIMATION_LOD_BASESCALE = 2500.0f; class Camera; class File; 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. i32 frameNumber_; /// Time elapsed since last frame. float timeStep_; /// Viewport size. IntVector2 viewSize_; /// Camera being used. Camera* camera_; }; /// Source data for a 3D geometry draw call. struct URHO3D_API SourceBatch { /// Construct with defaults. SourceBatch(); /// Copy-construct. SourceBatch(const SourceBatch& batch); /// Destruct. ~SourceBatch(); /// Assignment operator. SourceBatch& operator =(const SourceBatch& rhs); /// Distance from camera. float distance_{}; /// Geometry. Geometry* geometry_{}; /// Material. SharedPtr material_; /// World transform(s). For a skinned model, these are the bone transforms. const Matrix3x4* worldTransform_{&Matrix3x4::IDENTITY}; /// Number of world transforms. i32 numWorldTransforms_{1}; /// Per-instance data. If not null, must contain enough data to fill instancing buffer. void* instancingData_{}; /// %Geometry type. GeometryType geometryType_{GEOM_STATIC}; }; /// Base class for visible components. class URHO3D_API Drawable : public Component { URHO3D_OBJECT(Drawable, Component); friend class Octant; friend class Octree; friend void UpdateDrawablesWork(const WorkItem* item, i32 threadIndex); public: /// Construct. Drawable(Context* context, DrawableTypes drawableType); /// Destruct. ~Drawable() override; /// Register object attributes. Drawable must be registered first. /// @nobind static void RegisterObject(Context* context); /// Handle enabled/disabled state change. void OnSetEnabled() override; /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, Vector& results); /// Update before octree reinsertion. Is called from a worker thread. virtual void Update(const FrameInfo& frame) { } /// 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. 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() { return UPDATE_NONE; } /// Return the geometry for a specific LOD level. virtual Geometry* GetLodGeometry(i32 batchIndex, i32 level); /// Return number of occlusion geometry triangles. virtual i32 GetNumOccluderTriangles() { return 0; } /// Draw to occlusion buffer. Return true if did not run out of triangles. virtual bool DrawOcclusion(OcclusionBuffer* buffer); /// Visualize the component as debug geometry. void DrawDebugGeometry(DebugRenderer* debug, bool depthTest) override; /// Set draw distance. /// @property void SetDrawDistance(float distance); /// Set shadow draw distance. /// @property void SetShadowDistance(float distance); /// Set LOD bias. /// @property void SetLodBias(float bias); /// Set view mask. Is and'ed with camera's view mask to see if the object should be rendered. /// @property void SetViewMask(mask32 mask); /// Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit. /// @property void SetLightMask(mask32 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. /// @property void SetShadowMask(mask32 mask); /// Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone. /// @property void SetZoneMask(mask32 mask); /// Set maximum number of per-pixel lights. Default 0 is unlimited. /// @property void SetMaxLights(i32 num); /// Set shadowcaster flag. /// @property void SetCastShadows(bool enable); /// Set occlusion flag. /// @property void SetOccluder(bool enable); /// Set occludee flag. /// @property void SetOccludee(bool enable); /// Mark for update and octree reinsertion. Update is automatically queued when the drawable's scene node moves or changes scale. void MarkForUpdate(); /// Return local space bounding box. May not be applicable or properly updated on all drawables. /// @property const BoundingBox& GetBoundingBox() const { return boundingBox_; } /// Return world-space bounding box. /// @property const BoundingBox& GetWorldBoundingBox(); /// Return drawable type. DrawableTypes GetDrawableType() const { return drawableType_; } /// Return draw distance. /// @property float GetDrawDistance() const { return drawDistance_; } /// Return shadow draw distance. /// @property float GetShadowDistance() const { return shadowDistance_; } /// Return LOD bias. /// @property float GetLodBias() const { return lodBias_; } /// Return view mask. /// @property mask32 GetViewMask() const { return viewMask_; } /// Return light mask. /// @property mask32 GetLightMask() const { return lightMask_; } /// Return shadow mask. /// @property mask32 GetShadowMask() const { return shadowMask_; } /// Return zone mask. /// @property mask32 GetZoneMask() const { return zoneMask_; } /// Return maximum number of per-pixel lights. /// @property i32 GetMaxLights() const { return maxLights_; } /// Return shadowcaster flag. /// @property bool GetCastShadows() const { return castShadows_; } /// Return occluder flag. /// @property bool IsOccluder() const { return occluder_; } /// Return occludee flag. /// @property bool IsOccludee() const { return occludee_; } /// Return whether is in view this frame from any viewport camera. Excludes shadow map cameras. /// @property bool IsInView() const; /// Return whether is in view of a specific camera this frame. Pass in a null camera to allow any camera, including shadow map cameras. bool IsInView(Camera* camera) const; /// Return draw call source data. const Vector& GetBatches() const { return batches_; } /// Set new zone. Zone assignment may optionally be temporary, meaning it needs to be re-evaluated on the next frame. 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) { minZ_ = minZ; maxZ_ = maxZ; } /// Mark in view. Also clear the light list. void MarkInView(const FrameInfo& frame); /// Mark in view without specifying a camera. Used for shadow casters. void MarkInView(i32 frameNumber); /// 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(bool removeConvertedLights); /// Set base pass flag for a batch. void SetBasePass(i32 batchIndex) { assert(batchIndex >= 0 && batchIndex < 32); basePassFlags_ |= (1u << batchIndex); } /// Return octree octant. Octant* GetOctant() const { return octant_; } /// Return current zone. /// @property Zone* GetZone() const { return zone_; } /// Return whether current zone is inconclusive or dirty due to the drawable moving. bool IsZoneDirty() const { return zoneDirty_; } /// 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 on the current frame. Called by View. bool IsInView(const FrameInfo& frame, bool anyCamera = false) const; /// Return whether has a base pass. bool HasBasePass(i32 batchIndex) const { assert(batchIndex >= 0 && batchIndex < 32); return (basePassFlags_ & (1u << batchIndex)) != 0; } /// Return per-pixel lights. const Vector& GetLights() const { return lights_; } /// Return per-vertex lights. const Vector& 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_; } /// Add a per-pixel light affecting the object this frame. void AddLight(Light* light) { if (!firstLight_) firstLight_ = light; // Need to store into the light list only if the per-pixel lights are being limited // Otherwise recording the first light is enough if (maxLights_) lights_.Push(light); } /// Add a per-vertex light affecting the object this frame. void AddVertexLight(Light* light) { vertexLights_.Push(light); } protected: /// Handle node being assigned. void OnNodeSet(Node* node) override; /// Handle scene being assigned. void OnSceneSet(Scene* scene) override; /// Handle node transform being dirtied. void OnMarkedDirty(Node* node) override; /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate() = 0; /// Handle removal from octree. virtual void OnRemoveFromOctree() { } /// Add to octree. void AddToOctree(); /// Remove from octree. void RemoveFromOctree(); /// Move into another octree octant. void SetOctant(Octant* octant) { octant_ = octant; } /// World-space bounding box. BoundingBox worldBoundingBox_; /// Local-space bounding box. BoundingBox boundingBox_; /// Draw call source data. Vector batches_; /// Drawable type DrawableTypes drawableType_; /// Bounding box dirty flag. bool worldBoundingBoxDirty_; /// Shadowcaster flag. bool castShadows_; /// Occluder flag. bool occluder_; /// Occludee flag. bool occludee_; /// Octree update queued flag. bool updateQueued_; /// Zone inconclusive or dirtied flag. bool zoneDirty_; /// Octree octant. Octant* octant_; /// Current zone. Zone* zone_; /// View mask. mask32 viewMask_; /// Light mask. mask32 lightMask_; /// Shadow mask. mask32 shadowMask_; /// Zone mask. mask32 zoneMask_; /// Last visible frame number. i32 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, bit per batch. flagset32 basePassFlags_; /// Maximum per-pixel lights. i32 maxLights_; /// List of cameras from which is seen on the current frame. Vector viewCameras_; /// First per-pixel light added this frame. Light* firstLight_; /// Per-pixel lights affecting this drawable. Vector lights_; /// Per-vertex lights affecting this drawable. Vector vertexLights_; }; inline bool CompareDrawables(Drawable* lhs, Drawable* rhs) { return lhs->GetSortValue() < rhs->GetSortValue(); } URHO3D_API bool WriteDrawablesToOBJ(const Vector& drawables, File* outputFile, bool asZUp, bool asRightHanded, bool writeLightmapUV = false); }