OGRE  1.9.0
OgreInstanceBatchShader.h
Go to the documentation of this file.
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2014 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __InstanceBatchShader_H__
29#define __InstanceBatchShader_H__
30
31#include "OgreInstanceBatch.h"
32
33namespace Ogre
34{
67 {
68 unsigned short mNumWorldMatrices;
69
72
80
81 public:
84 const String &batchName );
86
88 size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;
89
92
93 //Renderable overloads
95 unsigned short getNumWorldTransforms(void) const;
96 };
97}
98
99#endif
#define _OgreExport
This is the same technique the old "InstancedGeometry" implementation used (with improvements).
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
This is the main starting point for the new instancing system.
Class encapsulating a standard 4x4 homogeneous matrix.
Definition OgreMatrix4.h:79
'New' rendering operation using vertex buffers.
Reference-counted shared pointer, used for objects where implicit destruction is required.
Defines a part of a complete mesh.
Definition OgreSubMesh.h:63
Summary class collecting together vertex source information.
void setupIndices(const SubMesh *baseSubMesh)
InstanceBatchShader(InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName)
size_t calculateMaxNumInstances(const SubMesh *baseSubMesh, uint16 flags) const
unsigned short getNumWorldTransforms(void) const
Returns the number of world transform matrices this renderable requires.
void setupHardwareSkinned(const SubMesh *baseSubMesh, VertexData *thisVertexData, VertexData *baseVertexData)
When the mesh is (hardware) skinned, a different code path is called so that we reuse the index buffe...
void buildFrom(const SubMesh *baseSubMesh, const RenderOperation &renderOperation)
void getWorldTransforms(Matrix4 *xform) const
Gets the world transform matrix / matrices for this renderable object.
void setupVertices(const SubMesh *baseSubMesh)
unsigned short uint16
_StringBase String