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. inline bool CompareBillboards(Billboard* lhs, Billboard* rhs)
  44. {
  45. return lhs->sortDistance_ > rhs->sortDistance_;
  46. }
  47. BillboardSet::BillboardSet(Context* context) :
  48. Drawable(context, DRAWABLE_GEOMETRY),
  49. animationLodBias_(1.0f),
  50. animationLodTimer_(0.0f),
  51. relative_(true),
  52. scaled_(true),
  53. sorted_(false),
  54. faceCamera_(true),
  55. geometry_(new Geometry(context)),
  56. vertexBuffer_(new VertexBuffer(context_)),
  57. indexBuffer_(new IndexBuffer(context_)),
  58. bufferSizeDirty_(true),
  59. bufferDirty_(true),
  60. forceUpdate_(false),
  61. sortFrameNumber_(0),
  62. previousOffset_(Vector3::ZERO)
  63. {
  64. geometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2);
  65. geometry_->SetIndexBuffer(indexBuffer_);
  66. batches_.Resize(1);
  67. batches_[0].geometry_ = geometry_;
  68. batches_[0].geometryType_ = GEOM_BILLBOARD;
  69. batches_[0].worldTransform_ = &transforms_[0];
  70. }
  71. BillboardSet::~BillboardSet()
  72. {
  73. }
  74. void BillboardSet::RegisterObject(Context* context)
  75. {
  76. context->RegisterFactory<BillboardSet>(GEOMETRY_CATEGORY);
  77. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  78. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  79. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Relative Position", IsRelative, SetRelative, bool, true, AM_DEFAULT);
  80. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Relative Scale", IsScaled, SetScaled, bool, true, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Sort By Distance", IsSorted, SetSorted, bool, false, AM_DEFAULT);
  82. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Face Camera", GetFaceCamera, SetFaceCamera, bool, true, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  84. ATTRIBUTE(BillboardSet, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  87. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  88. COPY_BASE_ATTRIBUTES(BillboardSet, Drawable);
  89. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_VARIANTVECTOR, "Billboards", GetBillboardsAttr, SetBillboardsAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  90. REF_ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BUFFER, "Network Billboards", GetNetBillboardsAttr, SetNetBillboardsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
  91. }
  92. void BillboardSet::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  93. {
  94. // If no billboard-level testing, use the Drawable test
  95. if (query.level_ < RAY_TRIANGLE)
  96. {
  97. Drawable::ProcessRayQuery(query, results);
  98. return;
  99. }
  100. // Check ray hit distance to AABB before proceeding with billboard-level tests
  101. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  102. return;
  103. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  104. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  105. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  106. for (unsigned i = 0; i < billboards_.Size(); ++i)
  107. {
  108. if (!billboards_[i].enabled_)
  109. continue;
  110. // Approximate the billboards as spheres for raycasting
  111. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  112. Vector3 center = billboardTransform * billboards_[i].position_;
  113. Sphere billboardSphere(center, size);
  114. float distance = query.ray_.HitDistance(billboardSphere);
  115. if (distance < query.maxDistance_)
  116. {
  117. // If the code reaches here then we have a hit
  118. RayQueryResult result;
  119. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  120. result.normal_ = -query.ray_.direction_;
  121. result.distance_ = distance;
  122. result.drawable_ = this;
  123. result.node_ = node_;
  124. result.subObject_ = i;
  125. results.Push(result);
  126. }
  127. }
  128. }
  129. void BillboardSet::UpdateBatches(const FrameInfo& frame)
  130. {
  131. // Check if position relative to camera has changed, and re-sort in that case
  132. Vector3 worldPos = node_->GetWorldPosition();
  133. Vector3 offset = (worldPos - frame.camera_->GetNode()->GetWorldPosition());
  134. if (offset != previousOffset_)
  135. {
  136. previousOffset_ = offset;
  137. if (sorted_)
  138. {
  139. // Sort billboards only once per frame. This means that secondary views will get
  140. // the same sorting as the main view
  141. if (frame.frameNumber_ != sortFrameNumber_)
  142. {
  143. sortFrameNumber_ = frame.frameNumber_;
  144. bufferDirty_ = true;
  145. }
  146. }
  147. }
  148. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  149. // Calculate scaled distance for animation LOD
  150. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  151. // If there are no billboards, the size becomes zero, and LOD'ed updates no longer happen. Disable LOD in that case
  152. if (scale > M_EPSILON)
  153. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  154. else
  155. lodDistance_ = 0.0f;
  156. batches_[0].distance_ = distance_;
  157. batches_[0].numWorldTransforms_ = faceCamera_ ? 1 : 2;
  158. transforms_[0] = relative_ ? node_->GetWorldTransform() : Matrix3x4::IDENTITY;
  159. if (!faceCamera_)
  160. transforms_[1] = node_->GetWorldTransform();
  161. }
  162. void BillboardSet::UpdateGeometry(const FrameInfo& frame)
  163. {
  164. if (bufferSizeDirty_ || indexBuffer_->IsDataLost())
  165. UpdateBufferSize();
  166. if (bufferDirty_ || vertexBuffer_->IsDataLost())
  167. UpdateVertexBuffer(frame);
  168. }
  169. UpdateGeometryType BillboardSet::GetUpdateGeometryType()
  170. {
  171. if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  172. return UPDATE_MAIN_THREAD;
  173. else
  174. return UPDATE_NONE;
  175. }
  176. void BillboardSet::SetMaterial(Material* material)
  177. {
  178. batches_[0].material_ = material;
  179. MarkNetworkUpdate();
  180. }
  181. void BillboardSet::SetNumBillboards(unsigned num)
  182. {
  183. // Prevent negative value being assigned from the editor
  184. if (num > M_MAX_INT)
  185. num = 0;
  186. if (num > MAX_BILLBOARDS)
  187. num = MAX_BILLBOARDS;
  188. unsigned oldNum = billboards_.Size();
  189. billboards_.Resize(num);
  190. // Set default values to new billboards
  191. for (unsigned i = oldNum; i < num; ++i)
  192. {
  193. billboards_[i].position_ = Vector3::ZERO;
  194. billboards_[i].size_ = Vector2::ONE;
  195. billboards_[i].uv_ = Rect::POSITIVE;
  196. billboards_[i].color_ = Color(1.0f, 1.0f, 1.0f);
  197. billboards_[i].rotation_ = 0.0f;
  198. billboards_[i].enabled_ = false;
  199. }
  200. bufferSizeDirty_ = true;
  201. Commit();
  202. }
  203. void BillboardSet::SetRelative(bool enable)
  204. {
  205. relative_ = enable;
  206. Commit();
  207. }
  208. void BillboardSet::SetScaled(bool enable)
  209. {
  210. scaled_ = enable;
  211. Commit();
  212. }
  213. void BillboardSet::SetSorted(bool enable)
  214. {
  215. sorted_ = enable;
  216. Commit();
  217. }
  218. void BillboardSet::SetFaceCamera(bool enable)
  219. {
  220. faceCamera_ = enable;
  221. MarkNetworkUpdate();
  222. }
  223. void BillboardSet::SetAnimationLodBias(float bias)
  224. {
  225. animationLodBias_ = Max(bias, 0.0f);
  226. MarkNetworkUpdate();
  227. }
  228. void BillboardSet::Commit()
  229. {
  230. MarkPositionsDirty();
  231. MarkNetworkUpdate();
  232. }
  233. Material* BillboardSet::GetMaterial() const
  234. {
  235. return batches_[0].material_;
  236. }
  237. Billboard* BillboardSet::GetBillboard(unsigned index)
  238. {
  239. return index < billboards_.Size() ? &billboards_[index] : (Billboard*)0;
  240. }
  241. void BillboardSet::SetMaterialAttr(ResourceRef value)
  242. {
  243. ResourceCache* cache = GetSubsystem<ResourceCache>();
  244. SetMaterial(cache->GetResource<Material>(value.name_));
  245. }
  246. void BillboardSet::SetBillboardsAttr(VariantVector value)
  247. {
  248. unsigned index = 0;
  249. unsigned numBillboards = index < value.Size() ? value[index++].GetUInt() : 0;
  250. SetNumBillboards(numBillboards);
  251. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End() && index < value.Size(); ++i)
  252. {
  253. i->position_ = value[index++].GetVector3();
  254. i->size_ = value[index++].GetVector2();
  255. Vector4 uv = value[index++].GetVector4();
  256. i->uv_ = Rect(uv.x_, uv.y_, uv.z_, uv.w_);
  257. i->color_ = value[index++].GetColor();
  258. i->rotation_ = value[index++].GetFloat();
  259. i->enabled_ = value[index++].GetBool();
  260. }
  261. Commit();
  262. }
  263. void BillboardSet::SetNetBillboardsAttr(const PODVector<unsigned char>& value)
  264. {
  265. MemoryBuffer buf(value);
  266. unsigned numBillboards = buf.ReadVLE();
  267. SetNumBillboards(numBillboards);
  268. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  269. {
  270. i->position_ = buf.ReadVector3();
  271. i->size_ = buf.ReadVector2();
  272. i->uv_ = buf.ReadRect();
  273. i->color_ = buf.ReadColor();
  274. i->rotation_ = buf.ReadFloat();
  275. i->enabled_ = buf.ReadBool();
  276. }
  277. Commit();
  278. }
  279. ResourceRef BillboardSet::GetMaterialAttr() const
  280. {
  281. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  282. }
  283. VariantVector BillboardSet::GetBillboardsAttr() const
  284. {
  285. VariantVector ret;
  286. ret.Reserve(billboards_.Size() * 6 + 1);
  287. ret.Push(billboards_.Size());
  288. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  289. {
  290. ret.Push(i->position_);
  291. ret.Push(i->size_);
  292. ret.Push(Vector4(i->uv_.min_.x_, i->uv_.min_.y_, i->uv_.max_.x_, i->uv_.max_.y_));
  293. ret.Push(i->color_);
  294. ret.Push(i->rotation_);
  295. ret.Push(i->enabled_);
  296. }
  297. return ret;
  298. }
  299. const PODVector<unsigned char>& BillboardSet::GetNetBillboardsAttr() const
  300. {
  301. attrBuffer_.Clear();
  302. attrBuffer_.WriteVLE(billboards_.Size());
  303. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  304. {
  305. attrBuffer_.WriteVector3(i->position_);
  306. attrBuffer_.WriteVector2(i->size_);
  307. attrBuffer_.WriteRect(i->uv_);
  308. attrBuffer_.WriteColor(i->color_);
  309. attrBuffer_.WriteFloat(i->rotation_);
  310. attrBuffer_.WriteBool(i->enabled_);
  311. }
  312. return attrBuffer_.GetBuffer();
  313. }
  314. void BillboardSet::OnWorldBoundingBoxUpdate()
  315. {
  316. unsigned enabledBillboards = 0;
  317. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  318. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  319. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  320. BoundingBox worldBox;
  321. for (unsigned i = 0; i < billboards_.Size(); ++i)
  322. {
  323. if (!billboards_[i].enabled_)
  324. continue;
  325. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  326. Vector3 center = billboardTransform * billboards_[i].position_;
  327. Vector3 edge = Vector3::ONE * size;
  328. worldBox.Merge(BoundingBox(center - edge, center + edge));
  329. ++enabledBillboards;
  330. }
  331. // Always merge the node's own position to ensure particle emitter updates continue when the relative mode is switched
  332. worldBox.Merge(node_->GetWorldPosition());
  333. worldBoundingBox_ = worldBox;
  334. }
  335. void BillboardSet::UpdateBufferSize()
  336. {
  337. unsigned numBillboards = billboards_.Size();
  338. if (vertexBuffer_->GetVertexCount() != numBillboards * 4)
  339. vertexBuffer_->SetSize(numBillboards * 4, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2, true);
  340. if (indexBuffer_->GetIndexCount() != numBillboards * 6)
  341. indexBuffer_->SetSize(numBillboards * 6, false);
  342. bufferSizeDirty_ = false;
  343. bufferDirty_ = true;
  344. forceUpdate_ = true;
  345. if (!numBillboards)
  346. return;
  347. // Indices do not change for a given billboard capacity
  348. unsigned short* dest = (unsigned short*)indexBuffer_->Lock(0, numBillboards * 6, true);
  349. if (!dest)
  350. return;
  351. unsigned vertexIndex = 0;
  352. while (numBillboards--)
  353. {
  354. dest[0] = vertexIndex; dest[1] = vertexIndex + 1; dest[2] = vertexIndex + 2;
  355. dest[3] = vertexIndex + 2; dest[4] = vertexIndex + 3; dest[5] = vertexIndex;
  356. dest += 6;
  357. vertexIndex += 4;
  358. }
  359. indexBuffer_->Unlock();
  360. indexBuffer_->ClearDataLost();
  361. }
  362. void BillboardSet::UpdateVertexBuffer(const FrameInfo& frame)
  363. {
  364. // If using animation LOD, accumulate time and see if it is time to update
  365. if (animationLodBias_ > 0.0f && lodDistance_ > 0.0f)
  366. {
  367. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  368. if (animationLodTimer_ >= lodDistance_)
  369. animationLodTimer_ = fmodf(animationLodTimer_, lodDistance_);
  370. else
  371. {
  372. // No LOD if immediate update forced
  373. if (!forceUpdate_)
  374. return;
  375. }
  376. }
  377. unsigned numBillboards = billboards_.Size();
  378. unsigned enabledBillboards = 0;
  379. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  380. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  381. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  382. // First check number of enabled billboards
  383. for (unsigned i = 0; i < numBillboards; ++i)
  384. {
  385. if (billboards_[i].enabled_)
  386. ++enabledBillboards;
  387. }
  388. sortedBillboards_.Resize(enabledBillboards);
  389. unsigned index = 0;
  390. // Then set initial sort order and distances
  391. for (unsigned i = 0; i < numBillboards; ++i)
  392. {
  393. Billboard& billboard = billboards_[i];
  394. if (billboard.enabled_)
  395. {
  396. sortedBillboards_[index++] = &billboard;
  397. if (sorted_)
  398. billboard.sortDistance_ = frame.camera_->GetDistanceSquared(billboardTransform * billboards_[i].position_);
  399. }
  400. }
  401. batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, enabledBillboards * 6, false);
  402. bufferDirty_ = false;
  403. forceUpdate_ = false;
  404. if (!enabledBillboards)
  405. return;
  406. if (sorted_)
  407. Sort(sortedBillboards_.Begin(), sortedBillboards_.End(), CompareBillboards);
  408. float* dest = (float*)vertexBuffer_->Lock(0, enabledBillboards * 4, true);
  409. if (!dest)
  410. return;
  411. for (unsigned i = 0; i < enabledBillboards; ++i)
  412. {
  413. Billboard& billboard = *sortedBillboards_[i];
  414. Vector2 size(billboard.size_.x_ * billboardScale.x_, billboard.size_.y_ * billboardScale.y_);
  415. unsigned color = billboard.color_.ToUInt();
  416. float rotationMatrix[2][2];
  417. rotationMatrix[0][0] = Cos(billboard.rotation_);
  418. rotationMatrix[0][1] = Sin(billboard.rotation_);
  419. rotationMatrix[1][0] = -rotationMatrix[0][1];
  420. rotationMatrix[1][1] = rotationMatrix[0][0];
  421. dest[0] = billboard.position_.x_; dest[1] = billboard.position_.y_; dest[2] = billboard.position_.z_;
  422. ((unsigned&)dest[3]) = color;
  423. dest[4] = billboard.uv_.min_.x_; dest[5] = billboard.uv_.min_.y_;
  424. dest[6] = -size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  425. dest[7] = -size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  426. dest[8] = billboard.position_.x_; dest[9] = billboard.position_.y_; dest[10] = billboard.position_.z_;
  427. ((unsigned&)dest[11]) = color;
  428. dest[12] = billboard.uv_.max_.x_; dest[13] = billboard.uv_.min_.y_;
  429. dest[14] = size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  430. dest[15] = size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  431. dest[16] = billboard.position_.x_; dest[17] = billboard.position_.y_; dest[18] = billboard.position_.z_;
  432. ((unsigned&)dest[19]) = color;
  433. dest[20] = billboard.uv_.max_.x_; dest[21] = billboard.uv_.max_.y_;
  434. dest[22] = size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  435. dest[23] = size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  436. dest[24] = billboard.position_.x_; dest[25] = billboard.position_.y_; dest[26] = billboard.position_.z_;
  437. ((unsigned&)dest[27]) = color;
  438. dest[28] = billboard.uv_.min_.x_; dest[29] = billboard.uv_.max_.y_;
  439. dest[30] = -size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  440. dest[31] = -size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  441. dest += 32;
  442. }
  443. vertexBuffer_->Unlock();
  444. vertexBuffer_->ClearDataLost();
  445. }
  446. void BillboardSet::MarkPositionsDirty()
  447. {
  448. Drawable::OnMarkedDirty(node_);
  449. bufferDirty_ = true;
  450. }
  451. }