BillboardSet.cpp 17 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Batch.h"
  25. #include "BillboardSet.h"
  26. #include "Camera.h"
  27. #include "Context.h"
  28. #include "Geometry.h"
  29. #include "Graphics.h"
  30. #include "GraphicsImpl.h"
  31. #include "IndexBuffer.h"
  32. #include "MemoryBuffer.h"
  33. #include "Node.h"
  34. #include "Profiler.h"
  35. #include "ResourceCache.h"
  36. #include "Sort.h"
  37. #include "VertexBuffer.h"
  38. #include "XMLElement.h"
  39. #include "DebugNew.h"
  40. static const Vector3 DOT_SCALE(1 / 3.0f, 1 / 3.0f, 1 / 3.0f);
  41. static const float INV_SQRT_TWO = 1.0f / sqrtf(2.0f);
  42. inline bool CompareBillboards(Billboard* lhs, Billboard* rhs)
  43. {
  44. return lhs->sortDistance_ > rhs->sortDistance_;
  45. }
  46. OBJECTTYPESTATIC(BillboardSet);
  47. BillboardSet::BillboardSet(Context* context) :
  48. Drawable(context),
  49. animationLodBias_(1.0f),
  50. animationLodTimer_(0.0f),
  51. relative_(true),
  52. scaled_(true),
  53. sorted_(false),
  54. geometry_(new Geometry(context)),
  55. vertexBuffer_(new VertexBuffer(context_)),
  56. indexBuffer_(new IndexBuffer(context_)),
  57. bufferSizeDirty_(true),
  58. bufferDirty_(true),
  59. forceUpdate_(false),
  60. sortFrameNumber_(0),
  61. previousOffset_(Vector3::ZERO)
  62. {
  63. drawableFlags_ = DRAWABLE_GEOMETRY;
  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. }
  70. BillboardSet::~BillboardSet()
  71. {
  72. }
  73. void BillboardSet::RegisterObject(Context* context)
  74. {
  75. context->RegisterFactory<BillboardSet>();
  76. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  77. ATTRIBUTE(BillboardSet, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  78. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  79. ATTRIBUTE(BillboardSet, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  80. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Relative Position", IsRelative, SetRelative, bool, true, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Relative Scale", IsScaled, SetScaled, bool, true, AM_DEFAULT);
  82. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BOOL, "Sort By Distance", IsSorted, SetSorted, bool, false, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  84. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  86. COPY_BASE_ATTRIBUTES(BillboardSet, Drawable);
  87. ACCESSOR_ATTRIBUTE(BillboardSet, VAR_VARIANTVECTOR, "Billboards", GetBillboardsAttr, SetBillboardsAttr, VariantVector, VariantVector(), AM_FILE);
  88. REF_ACCESSOR_ATTRIBUTE(BillboardSet, VAR_BUFFER, "Network Billboards", GetNetBillboardsAttr, SetNetBillboardsAttr, PODVector<unsigned char>, PODVector<unsigned char>(), AM_NET | AM_NOEDIT);
  89. }
  90. void BillboardSet::UpdateBatches(const FrameInfo& frame)
  91. {
  92. // Check if position relative to camera has changed, and re-sort in that case
  93. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  94. Vector3 worldPos = worldTransform.Translation();
  95. Vector3 offset = (worldPos - frame.camera_->GetNode()->GetWorldPosition());
  96. if (offset != previousOffset_)
  97. {
  98. previousOffset_ = offset;
  99. if (sorted_)
  100. {
  101. // Sort billboards only once per frame. This means that secondary views will get
  102. // the same sorting as the main view
  103. if (frame.frameNumber_ != sortFrameNumber_)
  104. {
  105. sortFrameNumber_ = frame.frameNumber_;
  106. bufferDirty_ = true;
  107. }
  108. }
  109. }
  110. distance_ = frame.camera_->GetDistance(worldPos);
  111. // Calculate scaled distance for animation LOD
  112. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  113. // If there are no billboards, the size becomes zero, and LOD'ed updates no longer happen. Disable LOD in that case
  114. if (scale > M_EPSILON)
  115. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  116. else
  117. lodDistance_ = 0.0f;
  118. batches_[0].distance_ = distance_;
  119. batches_[0].worldTransform_ = relative_ ? &node_->GetWorldTransform() : &Matrix3x4::IDENTITY;
  120. }
  121. void BillboardSet::UpdateGeometry(const FrameInfo& frame)
  122. {
  123. if (bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  124. UpdateBufferSize();
  125. if (bufferDirty_)
  126. UpdateVertexBuffer(frame);
  127. }
  128. UpdateGeometryType BillboardSet::GetUpdateGeometryType()
  129. {
  130. if (bufferDirty_ || bufferSizeDirty_ || vertexBuffer_->IsDataLost() || indexBuffer_->IsDataLost())
  131. return UPDATE_MAIN_THREAD;
  132. else
  133. return UPDATE_NONE;
  134. }
  135. void BillboardSet::SetMaterial(Material* material)
  136. {
  137. batches_[0].material_ = material;
  138. MarkNetworkUpdate();
  139. }
  140. void BillboardSet::SetNumBillboards(unsigned num)
  141. {
  142. unsigned oldNum = billboards_.Size();
  143. billboards_.Resize(num);
  144. // Set default values to new billboards
  145. for (unsigned i = oldNum; i < num; ++i)
  146. {
  147. billboards_[i].position_ = Vector3::ZERO;
  148. billboards_[i].size_ = Vector2::ONE;
  149. billboards_[i].uv_ = Rect::POSITIVE;
  150. billboards_[i].color_ = Color(1.0f, 1.0f, 1.0f);
  151. billboards_[i].rotation_ = 0.0f;
  152. billboards_[i].enabled_ = false;
  153. }
  154. bufferSizeDirty_ = true;
  155. MarkPositionsDirty();
  156. MarkNetworkUpdate();
  157. }
  158. void BillboardSet::SetRelative(bool enable)
  159. {
  160. relative_ = enable;
  161. MarkPositionsDirty();
  162. MarkNetworkUpdate();
  163. }
  164. void BillboardSet::SetScaled(bool enable)
  165. {
  166. scaled_ = enable;
  167. MarkPositionsDirty();
  168. MarkNetworkUpdate();
  169. }
  170. void BillboardSet::SetSorted(bool enable)
  171. {
  172. sorted_ = enable;
  173. MarkPositionsDirty();
  174. MarkNetworkUpdate();
  175. }
  176. void BillboardSet::SetAnimationLodBias(float bias)
  177. {
  178. animationLodBias_ = Max(bias, 0.0f);
  179. MarkNetworkUpdate();
  180. }
  181. void BillboardSet::Updated()
  182. {
  183. MarkPositionsDirty();
  184. MarkNetworkUpdate();
  185. }
  186. Material* BillboardSet::GetMaterial() const
  187. {
  188. return batches_[0].material_;
  189. }
  190. Billboard* BillboardSet::GetBillboard(unsigned index)
  191. {
  192. return index < billboards_.Size() ? &billboards_[index] : (Billboard*)0;
  193. }
  194. void BillboardSet::SetMaterialAttr(ResourceRef value)
  195. {
  196. ResourceCache* cache = GetSubsystem<ResourceCache>();
  197. SetMaterial(cache->GetResource<Material>(value.id_));
  198. }
  199. void BillboardSet::SetBillboardsAttr(VariantVector value)
  200. {
  201. unsigned index = 0;
  202. SetNumBillboards(value[index++].GetInt());
  203. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End() && index < value.Size(); ++i)
  204. {
  205. i->position_ = value[index++].GetVector3();
  206. i->size_ = value[index++].GetVector2();
  207. Vector4 uv = value[index++].GetVector4();
  208. i->uv_ = Rect(uv.x_, uv.y_, uv.z_, uv.w_);
  209. i->color_ = value[index++].GetColor();
  210. i->rotation_ = value[index++].GetFloat();
  211. i->enabled_ = value[index++].GetBool();
  212. }
  213. Updated();
  214. }
  215. void BillboardSet::SetNetBillboardsAttr(const PODVector<unsigned char>& value)
  216. {
  217. MemoryBuffer buf(value);
  218. unsigned numBillboards = buf.ReadVLE();
  219. SetNumBillboards(numBillboards);
  220. for (PODVector<Billboard>::Iterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  221. {
  222. i->position_ = buf.ReadVector3();
  223. i->size_ = buf.ReadVector2();
  224. i->uv_ = buf.ReadRect();
  225. i->color_ = buf.ReadColor();
  226. i->rotation_ = buf.ReadFloat();
  227. i->enabled_ = buf.ReadBool();
  228. }
  229. Updated();
  230. }
  231. ResourceRef BillboardSet::GetMaterialAttr() const
  232. {
  233. return GetResourceRef(batches_[0].material_, Material::GetTypeStatic());
  234. }
  235. VariantVector BillboardSet::GetBillboardsAttr() const
  236. {
  237. VariantVector ret;
  238. ret.Push(billboards_.Size());
  239. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  240. {
  241. ret.Push(i->position_);
  242. ret.Push(i->size_);
  243. ret.Push(Vector4(i->uv_.min_.x_, i->uv_.min_.y_, i->uv_.max_.x_, i->uv_.max_.y_));
  244. ret.Push(i->color_);
  245. ret.Push(i->rotation_);
  246. ret.Push(i->enabled_);
  247. }
  248. return ret;
  249. }
  250. const PODVector<unsigned char>& BillboardSet::GetNetBillboardsAttr() const
  251. {
  252. attrBuffer_.Clear();
  253. attrBuffer_.WriteVLE(billboards_.Size());
  254. for (PODVector<Billboard>::ConstIterator i = billboards_.Begin(); i != billboards_.End(); ++i)
  255. {
  256. attrBuffer_.WriteVector3(i->position_);
  257. attrBuffer_.WriteVector2(i->size_);
  258. attrBuffer_.WriteRect(i->uv_);
  259. attrBuffer_.WriteColor(i->color_);
  260. attrBuffer_.WriteFloat(i->rotation_);
  261. attrBuffer_.WriteBool(i->enabled_);
  262. }
  263. return attrBuffer_.GetBuffer();
  264. }
  265. void BillboardSet::OnWorldBoundingBoxUpdate()
  266. {
  267. worldBoundingBox_.defined_ = false;
  268. unsigned enabledBillboards = 0;
  269. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  270. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  271. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  272. for (unsigned i = 0; i < billboards_.Size(); ++i)
  273. {
  274. if (!billboards_[i].enabled_)
  275. continue;
  276. float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
  277. Vector3 center = billboardTransform * billboards_[i].position_;
  278. Vector3 edge = Vector3::ONE * size;
  279. worldBoundingBox_.Merge(BoundingBox(center - edge, center + edge));
  280. ++enabledBillboards;
  281. }
  282. // If no billboards enabled, the bounding box is just the node's world position
  283. if (!enabledBillboards)
  284. worldBoundingBox_.Merge(node_->GetWorldPosition());
  285. }
  286. void BillboardSet::UpdateBufferSize()
  287. {
  288. unsigned numBillboards = billboards_.Size();
  289. if (vertexBuffer_->GetVertexCount() != numBillboards * 4)
  290. vertexBuffer_->SetSize(numBillboards * 4, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1 | MASK_TEXCOORD2, true);
  291. if (indexBuffer_->GetIndexCount() != numBillboards * 6)
  292. indexBuffer_->SetSize(numBillboards * 6, false);
  293. bufferSizeDirty_ = false;
  294. bufferDirty_ = true;
  295. forceUpdate_ = true;
  296. if (!numBillboards)
  297. return;
  298. // Indices do not change for a given billboard capacity
  299. unsigned short* dest = (unsigned short*)indexBuffer_->Lock(0, numBillboards * 6, true);
  300. if (!dest)
  301. return;
  302. unsigned vertexIndex = 0;
  303. while (numBillboards--)
  304. {
  305. *dest++ = vertexIndex; *dest++ = vertexIndex + 1; *dest++ = vertexIndex + 2;
  306. *dest++ = vertexIndex + 2; *dest++ = vertexIndex + 3; *dest++ = vertexIndex;
  307. vertexIndex += 4;
  308. }
  309. indexBuffer_->Unlock();
  310. indexBuffer_->ClearDataLost();
  311. }
  312. void BillboardSet::UpdateVertexBuffer(const FrameInfo& frame)
  313. {
  314. // If using animation LOD, accumulate time and see if it is time to update
  315. if (animationLodBias_ > 0.0f && lodDistance_ > 0.0f)
  316. {
  317. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * frame.viewSize_.y_ * ANIMATION_LOD_BASESCALE;
  318. if (animationLodTimer_ >= lodDistance_)
  319. animationLodTimer_ = fmodf(animationLodTimer_, lodDistance_);
  320. else
  321. {
  322. // No LOD if immediate update forced
  323. if (!forceUpdate_)
  324. return;
  325. }
  326. }
  327. unsigned numBillboards = billboards_.Size();
  328. unsigned enabledBillboards = 0;
  329. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  330. Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
  331. Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
  332. Vector3 worldScale = worldTransform.Scale();
  333. // First check number of enabled billboards
  334. for (unsigned i = 0; i < numBillboards; ++i)
  335. {
  336. if (billboards_[i].enabled_)
  337. ++enabledBillboards;
  338. }
  339. sortedBillboards_.Resize(enabledBillboards);
  340. unsigned index = 0;
  341. // Then set initial sort order and distances
  342. for (unsigned i = 0; i < numBillboards; ++i)
  343. {
  344. Billboard& billboard = billboards_[i];
  345. if (billboard.enabled_)
  346. {
  347. sortedBillboards_[index++] = &billboard;
  348. if (sorted_)
  349. billboard.sortDistance_ = frame.camera_->GetDistanceSquared(billboardTransform * billboards_[i].position_);
  350. }
  351. }
  352. batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, enabledBillboards * 6, false);
  353. bufferDirty_ = false;
  354. forceUpdate_ = false;
  355. if (!enabledBillboards)
  356. return;
  357. if (sorted_)
  358. Sort(sortedBillboards_.Begin(), sortedBillboards_.End(), CompareBillboards);
  359. float* dest = (float*)vertexBuffer_->Lock(0, enabledBillboards * 4, true);
  360. if (!dest)
  361. return;
  362. for (unsigned i = 0; i < enabledBillboards; ++i)
  363. {
  364. Billboard& billboard = *sortedBillboards_[i];
  365. Vector2 size(billboard.size_.x_ * billboardScale.x_, billboard.size_.y_ * billboardScale.y_);
  366. unsigned color = billboard.color_.ToUInt();
  367. float angleRad = billboard.rotation_ * M_DEGTORAD;
  368. float rotationMatrix[2][2];
  369. rotationMatrix[0][0] = cosf(angleRad);
  370. rotationMatrix[0][1] = sinf(angleRad);
  371. rotationMatrix[1][0] = -rotationMatrix[0][1];
  372. rotationMatrix[1][1] = rotationMatrix[0][0];
  373. *dest++ = billboard.position_.x_; *dest++ = billboard.position_.y_; *dest++ = billboard.position_.z_;
  374. *((unsigned*)dest) = color; dest++;
  375. *dest++ = billboard.uv_.min_.x_; *dest++ = billboard.uv_.max_.y_;
  376. *dest++ = -size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  377. *dest++ = -size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  378. *dest++ = billboard.position_.x_; *dest++ = billboard.position_.y_; *dest++ = billboard.position_.z_;
  379. *((unsigned*)dest) = color; dest++;
  380. *dest++ = billboard.uv_.max_.x_; *dest++ = billboard.uv_.max_.y_;
  381. *dest++ = size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
  382. *dest++ = size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
  383. *dest++ = billboard.position_.x_; *dest++ = billboard.position_.y_; *dest++ = billboard.position_.z_;
  384. *((unsigned*)dest) = color; dest++;
  385. *dest++ = billboard.uv_.max_.x_; *dest++ = billboard.uv_.min_.y_;
  386. *dest++ = size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  387. *dest++ = size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  388. *dest++ = billboard.position_.x_; *dest++ = billboard.position_.y_; *dest++ = billboard.position_.z_;
  389. *((unsigned*)dest) = color; dest++;
  390. *dest++ = billboard.uv_.min_.x_; *dest++ = billboard.uv_.min_.y_;
  391. *dest++ = -size.x_ * rotationMatrix[0][0] - size.y_ * rotationMatrix[0][1];
  392. *dest++ = -size.x_ * rotationMatrix[1][0] - size.y_ * rotationMatrix[1][1];
  393. }
  394. vertexBuffer_->Unlock();
  395. vertexBuffer_->ClearDataLost();
  396. }
  397. void BillboardSet::MarkPositionsDirty()
  398. {
  399. Drawable::OnMarkedDirty(node_);
  400. bufferDirty_ = true;
  401. }