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Object-Oriented Graphics Rendering Engine
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OgreInstanceBatchHW.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 #ifndef __InstanceBatchHW_H__
29 #define __InstanceBatchHW_H__
30 
31 #include "OgreInstanceBatch.h"
32 
33 namespace Ogre
34 {
62  {
63  protected:
64  void setupVertices( const SubMesh* baseSubMesh );
65  void setupIndices( const SubMesh* baseSubMesh );
66 
67  void removeBlendData();
68  virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh );
69 
70  size_t updateVertexBuffer( Camera *currentCamera , const Camera *lodCamera );
71 
73  virtual void createAllInstancedEntities(void);
74 
75  public:
76  InstanceBatchHW( IdType id, ObjectMemoryManager *objectMemoryManager, InstanceManager *creator,
77  MeshPtr &meshReference, const MaterialPtr &material,
78  size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap );
79  virtual ~InstanceBatchHW();
80 
82  size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;
83 
85  void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation );
86 
87  //Renderable overloads
88  void getWorldTransforms( Matrix4* xform ) const;
89  unsigned short getNumWorldTransforms(void) const;
90 
93  virtual void _updateRenderQueue( RenderQueue* queue, Camera *camera, const Camera *lodCamera );
94 
95  virtual void instanceBatchCullFrustumThreaded( const Frustum *frustum,
96  const Camera *lodCamera,
97  uint32 combinedVisibilityFlags )
98  {
99  instanceBatchCullFrustumThreadedImpl( frustum, lodCamera, combinedVisibilityFlags );
100  }
101  };
102 }
103 
104 #endif
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:82
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: OgreMatrix4.h:79
unsigned int uint32
Definition: OgrePlatform.h:420
#define _OgreExport
Definition: OgrePlatform.h:255
A frustum represents a pyramid, capped at the near and far end which is used to represent either a vi...
Definition: OgreFrustum.h:84
Wrap-around class that contains multiple ArrayMemoryManager, one per render queue.
Ogre::uint32 IdType
Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define thi...
Definition: OgreId.h:36
Defines a part of a complete mesh.
Definition: OgreSubMesh.h:60
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
virtual void instanceBatchCullFrustumThreaded(const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
InstancingTheadedCullingMethod,
'New' rendering operation using vertex buffers.
Class to manage the scene object rendering queue.
This is the main starting point for the new instancing system.
unsigned short uint16
Definition: OgrePlatform.h:421
This is technique requires true instancing hardware support.