Skylicht Engine
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RenderMesh
CRenderMeshInstancing.h
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/*
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!@
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MIT License
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Copyright (c) 2024 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Entity/CEntityPrefab.h"
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#include "Entity/CEntityHandler.h"
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#include "Material/CMaterial.h"
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#include "Material/CMaterialManager.h"
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#include "RenderMesh/CRenderMeshData.h"
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#include "Transform/CWorldTransformData.h"
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#include "Instancing/CInstancingMaterialData.h"
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namespace
Skylicht
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{
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class
SKYLICHT_API CRenderMeshInstancing :
public
CEntityHandler
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{
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protected
:
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CEntity
* m_root;
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core::array<CEntity*>
m_baseEntities;
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std::vector<CWorldTransformData*> m_renderTransforms;
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std::vector<CWorldTransformData*> m_transforms;
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std::vector<CRenderMeshData*> m_renderers;
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ArrayMaterial m_materials;
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std::string m_meshFile;
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std::string m_materialFile;
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bool
m_loadTexcoord2;
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bool
m_loadNormal;
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bool
m_fixInverseNormal;
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IVertexBuffer
* m_instancingMaterials;
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IVertexBuffer
* m_instancingTransform;
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IVertexBuffer
* m_instancingLighting;
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int
m_shareDataTransform;
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int
m_shareDataMaterials;
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public
:
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CRenderMeshInstancing();
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virtual
~CRenderMeshInstancing();
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virtual
void
initComponent();
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virtual
void
updateComponent();
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virtual
CObjectSerializable
* createSerializable();
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virtual
void
loadSerializable(
CObjectSerializable
*
object
);
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virtual
void
refreshModelAndMaterial();
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virtual
void
initFromPrefab(
CEntityPrefab
* prefab);
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virtual
CEntity
* spawn();
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virtual
CEntity
* spawn(
const
core::matrix4
& transform);
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const
std::string& getMeshResource()
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{
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return
m_meshFile;
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}
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const
std::string& getMaterialResource()
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{
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return
m_materialFile;
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}
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void
initFromMeshFile(
const
char
* path,
bool
loadNormalMap =
true
,
bool
loadTexcoord2 =
false
);
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void
initMaterialFromFile(
const
char
* material);
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void
initMaterial(ArrayMaterial& materials,
bool
cloneMaterial =
false
);
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void
applyShareTransformBuffer();
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void
applyShareMaterialBuffer();
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inline
int
getMaterialCount()
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{
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return
(
int
)m_materials.size();
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}
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CMaterial
* getMaterial(
int
i)
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{
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return
m_materials[i];
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}
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core::array<CEntity*>
& getBaseEntities()
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{
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return
m_baseEntities;
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}
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std::vector<CRenderMeshData*>& getRenderers()
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{
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return
m_renderers;
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}
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std::vector<CWorldTransformData*>& getRenderTransforms()
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{
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return
m_renderTransforms;
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}
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std::vector<CWorldTransformData*>& getAllTransforms()
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{
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return
m_transforms;
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}
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DECLARE_GETTYPENAME(CRenderMeshInstancing)
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protected
:
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virtual
void
releaseMaterial();
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virtual
void
releaseEntities();
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virtual
void
releaseBaseEntities();
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void
addRendererInstancing(
CEntity
* entity,
CRenderMeshData
* baseRenderMesh,
CWorldTransformData
* baseTransform);
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void
addMaterial(
CMaterial
* material);
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};
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}
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityPrefab
This object class is created to store data in an array of multiple CEntities.
Definition
CEntityPrefab.h:38
Skylicht::CMaterial
The object class describes material information such as which shader it's associated with,...
Definition
CMaterial.h:84
Skylicht::CObjectSerializable
Definition
CObjectSerializable.h:36
Skylicht::CRenderMeshData
Definition
CRenderMeshData.h:38
Skylicht::CWorldTransformData
Definition
CWorldTransformData.h:32
irr::core::array
Self reallocating template array (like stl vector) with additional features.
Definition
irrArray.h:23
irr::scene::IVertexBuffer
Definition
IVertexBuffer.h:17
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::matrix4
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition
matrix4.h:2241
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