BillboardSet.cpp 19 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Batch.h"
  24. #include "BillboardSet.h"
  25. #include "Camera.h"
  26. #include "Context.h"
  27. #include "Geometry.h"
  28. #include "Graphics.h"
  29. #include "IndexBuffer.h"
  30. #include "Material.h"
  31. #include "MemoryBuffer.h"
  32. #include "Node.h"
  33. #include "OctreeQuery.h"
  34. #include "Profiler.h"
  35. #include "ResourceCache.h"
  36. #include "Sort.h"
  37. #include "VertexBuffer.h"
  38. #include "DebugNew.h"
  39. namespace Urho3D
  40. {
  41. extern const char* GEOMETRY_CATEGORY;
  42. static const float INV_SQRT_TWO = 1.0f / sqrtf(2.0f);
  43. const char* faceCameraModeNames[] =
  44. {
  45. "None",
  46. "Rotate XYZ",
  47. "Rotate Y",
  48. "LookAt XYZ",
  49. "LookAt Y",
  50. 0
  51. };
  52. inline bool CompareBillboards(Billboard* lhs, Billboard* rhs)
  53. {
  54. return lhs->sortDistance_ > rhs->sortDistance_;
  55. }
  56. BillboardSet::BillboardSet(Context* context) :
  57. Drawable(context, DRAWABLE_GEOMETRY),
  58. animationLodBias_(1.0f),
  59. animationLodTimer_(0.0f),
  60. relative_(true),
  61. scaled_(true),
  62. sorted_(false),
  63. faceCameraMode_(FC_ROTATE_XYZ),
  64. geometry_(new Geometry(context)),
  65. vertexBuffer_(new VertexBuffer(context_)),
  66. indexBuffer_(new IndexBuffer(context_)),
  67. bufferSizeDirty_(true),
  68. bufferDirty_(true),
  69. forceUpdate_(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()), AM_DEFAULT);
  88. ACCESSOR_ATTRIBUTE("Relative Position", IsRelative, SetRelative, bool, true, AM_DEFAULT);
  89. ACCESSOR_ATTRIBUTE("Relative Scale", IsScaled, SetScaled, bool, true, AM_DEFAULT);
  90. ACCESSOR_ATTRIBUTE("Sort By Distance", IsSorted, SetSorted, bool, false, AM_DEFAULT);
  91. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  92. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  93. ENUM_ATTRIBUTE("Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_ROTATE_XYZ, AM_DEFAULT);
  94. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  95. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  96. ACCESSOR_ATTRIBUTE("Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  97. COPY_BASE_ATTRIBUTES(Drawable);
  98. MIXED_ACCESSOR_ATTRIBUTE("Billboards", GetBillboardsAttr, SetBillboardsAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  99. ACCESSOR_ATTRIBUTE("Network Billboards", GetNetBillboardsAttr, SetNetBillboardsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
  100. }
  101. void BillboardSet::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  102. {
  103. // If no billboard-level testing, use the Drawable test
  104. if (query.level_ < RAY_TRIANGLE)
  105. {
  106. Drawable::ProcessRayQuery(query, results);
  107. return;
  108. }
  109. // Check ray hit distance to AABB before proceeding with billboard-level tests
  110. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  111. return;
  112. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  113. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  114. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  115. for (unsigned i = 0; i < billboards_.Size(); ++i)
  116. {
  117. if (!billboards_[i].enabled_)
  118. continue;
  119. // Approximate the billboards as spheres for raycasting
  120. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  121. Vector3 center = billboardTransform * billboards_[i].position_;
  122. Sphere billboardSphere(center, size);
  123. float distance = query.ray_.HitDistance(billboardSphere);
  124. if (distance < query.maxDistance_)
  125. {
  126. // If the code reaches here then we have a hit
  127. RayQueryResult result;
  128. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  129. result.normal_ = -query.ray_.direction_;
  130. result.distance_ = distance;
  131. result.drawable_ = this;
  132. result.node_ = node_;
  133. result.subObject_ = i;
  134. results.Push(result);
  135. }
  136. }
  137. }
  138. void BillboardSet::UpdateBatches(const FrameInfo& frame)
  139. {
  140. // Check if position relative to camera has changed, and re-sort in that case
  141. Vector3 worldPos = node_->GetWorldPosition();
  142. Vector3 offset = (worldPos - frame.camera_->GetNode()->GetWorldPosition());
  143. if (offset != previousOffset_)
  144. {
  145. previousOffset_ = offset;
  146. if (sorted_)
  147. {
  148. // Sort billboards only once per frame. This means that secondary views will get
  149. // the same sorting as the main view
  150. if (frame.frameNumber_ != sortFrameNumber_)
  151. {
  152. sortFrameNumber_ = frame.frameNumber_;
  153. bufferDirty_ = true;
  154. }
  155. }
  156. }
  157. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  158. // Calculate scaled distance for animation LOD
  159. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  160. // If there are no billboards, the size becomes zero, and LOD'ed updates no longer happen. Disable LOD in that case
  161. if (scale > M_EPSILON)
  162. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  163. else
  164. lodDistance_ = 0.0f;
  165. batches_[0].distance_ = distance_;
  166. batches_[0].numWorldTransforms_ = 2;
  167. // Billboard positioning
  168. transforms_[0] = relative_ ? node_->GetWorldTransform() : Matrix3x4::IDENTITY;
  169. // Billboard rotation
  170. transforms_[1] = Matrix3x4(Vector3::ZERO, faceCameraMode_ != FC_NONE ? frame.camera_->GetFaceCameraRotation(
  171. node_->GetWorldPosition(), node_->GetWorldRotation(), faceCameraMode_) : node_->GetWorldRotation(), Vector3::ONE);
  172. }
  173. void BillboardSet::UpdateGeometry(const FrameInfo& frame)
  174. {
  175. if (bufferSizeDirty_ || indexBuffer_->IsDataLost())
  176. UpdateBufferSize();
  177. if (bufferDirty_ || vertexBuffer_->IsDataLost())
  178. UpdateVertexBuffer(frame);
  179. }
  180. UpdateGeometryType BillboardSet::GetUpdateGeometryType()
  181. {
  182. if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  183. return UPDATE_MAIN_THREAD;
  184. else
  185. return UPDATE_NONE;
  186. }
  187. void BillboardSet::SetMaterial(Material* material)
  188. {
  189. batches_[0].material_ = material;
  190. MarkNetworkUpdate();
  191. }
  192. void BillboardSet::SetNumBillboards(unsigned num)
  193. {
  194. // Prevent negative value being assigned from the editor
  195. if (num > M_MAX_INT)
  196. num = 0;
  197. if (num > MAX_BILLBOARDS)
  198. num = MAX_BILLBOARDS;
  199. unsigned oldNum = billboards_.Size();
  200. billboards_.Resize(num);
  201. // Set default values to new billboards
  202. for (unsigned i = oldNum; i < num; ++i)
  203. {
  204. billboards_[i].position_ = Vector3::ZERO;
  205. billboards_[i].size_ = Vector2::ONE;
  206. billboards_[i].uv_ = Rect::POSITIVE;
  207. billboards_[i].color_ = Color(1.0f, 1.0f, 1.0f);
  208. billboards_[i].rotation_ = 0.0f;
  209. billboards_[i].enabled_ = false;
  210. }
  211. bufferSizeDirty_ = true;
  212. Commit();
  213. }
  214. void BillboardSet::SetRelative(bool enable)
  215. {
  216. relative_ = enable;
  217. Commit();
  218. }
  219. void BillboardSet::SetScaled(bool enable)
  220. {
  221. scaled_ = enable;
  222. Commit();
  223. }
  224. void BillboardSet::SetSorted(bool enable)
  225. {
  226. sorted_ = enable;
  227. Commit();
  228. }
  229. void BillboardSet::SetFaceCameraMode(FaceCameraMode mode)
  230. {
  231. faceCameraMode_ = mode;
  232. MarkNetworkUpdate();
  233. }
  234. void BillboardSet::SetAnimationLodBias(float bias)
  235. {
  236. animationLodBias_ = Max(bias, 0.0f);
  237. MarkNetworkUpdate();
  238. }
  239. void BillboardSet::Commit()
  240. {
  241. MarkPositionsDirty();
  242. MarkNetworkUpdate();
  243. }
  244. Material* BillboardSet::GetMaterial() const
  245. {
  246. return batches_[0].material_;
  247. }
  248. Billboard* BillboardSet::GetBillboard(unsigned index)
  249. {
  250. return index < billboards_.Size() ? &billboards_[index] : (Billboard*)0;
  251. }
  252. void BillboardSet::SetMaterialAttr(const ResourceRef& value)
  253. {
  254. ResourceCache* cache = GetSubsystem<ResourceCache>();
  255. SetMaterial(cache->GetResource<Material>(value.name_));
  256. }
  257. void BillboardSet::SetBillboardsAttr(const VariantVector& value)
  258. {
  259. unsigned index = 0;
  260. unsigned numBillboards = index < value.Size() ? value[index++].GetUInt() : 0;
  261. SetNumBillboards(numBillboards);
  262. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End() && index < value.Size(); ++i)
  263. {
  264. i->position_ = value[index++].GetVector3();
  265. i->size_ = value[index++].GetVector2();
  266. Vector4 uv = value[index++].GetVector4();
  267. i->uv_ = Rect(uv.x_, uv.y_, uv.z_, uv.w_);
  268. i->color_ = value[index++].GetColor();
  269. i->rotation_ = value[index++].GetFloat();
  270. i->enabled_ = value[index++].GetBool();
  271. }
  272. Commit();
  273. }
  274. void BillboardSet::SetNetBillboardsAttr(const PODVector<unsigned char>& value)
  275. {
  276. MemoryBuffer buf(value);
  277. unsigned numBillboards = buf.ReadVLE();
  278. SetNumBillboards(numBillboards);
  279. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  280. {
  281. i->position_ = buf.ReadVector3();
  282. i->size_ = buf.ReadVector2();
  283. i->uv_ = buf.ReadRect();
  284. i->color_ = buf.ReadColor();
  285. i->rotation_ = buf.ReadFloat();
  286. i->enabled_ = buf.ReadBool();
  287. }
  288. Commit();
  289. }
  290. ResourceRef BillboardSet::GetMaterialAttr() const
  291. {
  292. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  293. }
  294. VariantVector BillboardSet::GetBillboardsAttr() const
  295. {
  296. VariantVector ret;
  297. ret.Reserve(billboards_.Size() * 6 + 1);
  298. ret.Push(billboards_.Size());
  299. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  300. {
  301. ret.Push(i->position_);
  302. ret.Push(i->size_);
  303. ret.Push(Vector4(i->uv_.min_.x_, i->uv_.min_.y_, i->uv_.max_.x_, i->uv_.max_.y_));
  304. ret.Push(i->color_);
  305. ret.Push(i->rotation_);
  306. ret.Push(i->enabled_);
  307. }
  308. return ret;
  309. }
  310. const PODVector<unsigned char>& BillboardSet::GetNetBillboardsAttr() const
  311. {
  312. attrBuffer_.Clear();
  313. attrBuffer_.WriteVLE(billboards_.Size());
  314. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  315. {
  316. attrBuffer_.WriteVector3(i->position_);
  317. attrBuffer_.WriteVector2(i->size_);
  318. attrBuffer_.WriteRect(i->uv_);
  319. attrBuffer_.WriteColor(i->color_);
  320. attrBuffer_.WriteFloat(i->rotation_);
  321. attrBuffer_.WriteBool(i->enabled_);
  322. }
  323. return attrBuffer_.GetBuffer();
  324. }
  325. void BillboardSet::OnWorldBoundingBoxUpdate()
  326. {
  327. unsigned enabledBillboards = 0;
  328. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  329. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  330. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  331. BoundingBox worldBox;
  332. for (unsigned i = 0; i < billboards_.Size(); ++i)
  333. {
  334. if (!billboards_[i].enabled_)
  335. continue;
  336. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  337. Vector3 center = billboardTransform * billboards_[i].position_;
  338. Vector3 edge = Vector3::ONE * size;
  339. worldBox.Merge(BoundingBox(center - edge, center + edge));
  340. ++enabledBillboards;
  341. }
  342. // Always merge the node's own position to ensure particle emitter updates continue when the relative mode is switched
  343. worldBox.Merge(node_->GetWorldPosition());
  344. worldBoundingBox_ = worldBox;
  345. }
  346. void BillboardSet::UpdateBufferSize()
  347. {
  348. unsigned numBillboards = billboards_.Size();
  349. if (vertexBuffer_->GetVertexCount() != numBillboards * 4)
  350. vertexBuffer_->SetSize(numBillboards * 4, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2, true);
  351. if (indexBuffer_->GetIndexCount() != numBillboards * 6)
  352. indexBuffer_->SetSize(numBillboards * 6, false);
  353. bufferSizeDirty_ = false;
  354. bufferDirty_ = true;
  355. forceUpdate_ = true;
  356. if (!numBillboards)
  357. return;
  358. // Indices do not change for a given billboard capacity
  359. unsigned short* dest = (unsigned short*)indexBuffer_->Lock(0, numBillboards * 6, true);
  360. if (!dest)
  361. return;
  362. unsigned vertexIndex = 0;
  363. while (numBillboards--)
  364. {
  365. dest[0] = vertexIndex; dest[1] = vertexIndex + 1; dest[2] = vertexIndex + 2;
  366. dest[3] = vertexIndex + 2; dest[4] = vertexIndex + 3; dest[5] = vertexIndex;
  367. dest += 6;
  368. vertexIndex += 4;
  369. }
  370. indexBuffer_->Unlock();
  371. indexBuffer_->ClearDataLost();
  372. }
  373. void BillboardSet::UpdateVertexBuffer(const FrameInfo& frame)
  374. {
  375. // If using animation LOD, accumulate time and see if it is time to update
  376. if (animationLodBias_ > 0.0f && lodDistance_ > 0.0f)
  377. {
  378. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  379. if (animationLodTimer_ >= lodDistance_)
  380. animationLodTimer_ = fmodf(animationLodTimer_, lodDistance_);
  381. else
  382. {
  383. // No LOD if immediate update forced
  384. if (!forceUpdate_)
  385. return;
  386. }
  387. }
  388. unsigned numBillboards = billboards_.Size();
  389. unsigned enabledBillboards = 0;
  390. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  391. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  392. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  393. // First check number of enabled billboards
  394. for (unsigned i = 0; i < numBillboards; ++i)
  395. {
  396. if (billboards_[i].enabled_)
  397. ++enabledBillboards;
  398. }
  399. sortedBillboards_.Resize(enabledBillboards);
  400. unsigned index = 0;
  401. // Then set initial sort order and distances
  402. for (unsigned i = 0; i < numBillboards; ++i)
  403. {
  404. Billboard& billboard = billboards_[i];
  405. if (billboard.enabled_)
  406. {
  407. sortedBillboards_[index++] = &billboard;
  408. if (sorted_)
  409. billboard.sortDistance_ = frame.camera_->GetDistanceSquared(billboardTransform * billboards_[i].position_);
  410. }
  411. }
  412. batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, enabledBillboards * 6, false);
  413. bufferDirty_ = false;
  414. forceUpdate_ = false;
  415. if (!enabledBillboards)
  416. return;
  417. if (sorted_)
  418. Sort(sortedBillboards_.Begin(), sortedBillboards_.End(), CompareBillboards);
  419. float* dest = (float*)vertexBuffer_->Lock(0, enabledBillboards * 4, true);
  420. if (!dest)
  421. return;
  422. for (unsigned i = 0; i < enabledBillboards; ++i)
  423. {
  424. Billboard& billboard = *sortedBillboards_[i];
  425. Vector2 size(billboard.size_.x_ * billboardScale.x_, billboard.size_.y_ * billboardScale.y_);
  426. unsigned color = billboard.color_.ToUInt();
  427. float rotationMatrix[2][2];
  428. rotationMatrix[0][0] = Cos(billboard.rotation_);
  429. rotationMatrix[0][1] = Sin(billboard.rotation_);
  430. rotationMatrix[1][0] = -rotationMatrix[0][1];
  431. rotationMatrix[1][1] = rotationMatrix[0][0];
  432. dest[0] = billboard.position_.x_; dest[1] = billboard.position_.y_; dest[2] = billboard.position_.z_;
  433. ((unsigned&)dest[3]) = color;
  434. dest[4] = billboard.uv_.min_.x_; dest[5] = billboard.uv_.min_.y_;
  435. dest[6] = -size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  436. dest[7] = -size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  437. dest[8] = billboard.position_.x_; dest[9] = billboard.position_.y_; dest[10] = billboard.position_.z_;
  438. ((unsigned&)dest[11]) = color;
  439. dest[12] = billboard.uv_.max_.x_; dest[13] = billboard.uv_.min_.y_;
  440. dest[14] = size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  441. dest[15] = size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  442. dest[16] = billboard.position_.x_; dest[17] = billboard.position_.y_; dest[18] = billboard.position_.z_;
  443. ((unsigned&)dest[19]) = color;
  444. dest[20] = billboard.uv_.max_.x_; dest[21] = billboard.uv_.max_.y_;
  445. dest[22] = size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  446. dest[23] = size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  447. dest[24] = billboard.position_.x_; dest[25] = billboard.position_.y_; dest[26] = billboard.position_.z_;
  448. ((unsigned&)dest[27]) = color;
  449. dest[28] = billboard.uv_.min_.x_; dest[29] = billboard.uv_.max_.y_;
  450. dest[30] = -size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  451. dest[31] = -size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  452. dest += 32;
  453. }
  454. vertexBuffer_->Unlock();
  455. vertexBuffer_->ClearDataLost();
  456. }
  457. void BillboardSet::MarkPositionsDirty()
  458. {
  459. Drawable::OnMarkedDirty(node_);
  460. bufferDirty_ = true;
  461. }
  462. }