| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229 |
- //
- // 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 "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 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 PODVector<Light*>& 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
- PODVector<Light*> lights_;
- /// Bounding box dirty flag
- bool worldBoundingBoxDirty_;
- /// Lod levels dirty flag
- bool lodLevelsDirty_;
- };
- inline bool CompareDrawables(Drawable* lhs, Drawable* rhs)
- {
- return lhs->GetSortValue() < rhs->GetSortValue();
- }
|