/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd 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. ----------------------------------------------------------------------------- */ #ifndef __MeshManager_H__ #define __MeshManager_H__ #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreSingleton.h" #include "OgreVector.h" #include "OgreHardwareBuffer.h" #include "OgreHardwareVertexBuffer.h" #include "OgrePatchSurface.h" #include "OgreHeaderPrefix.h" #include "OgrePlane.h" namespace Ogre { class MeshSerializerListener; /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Handles the management of mesh resources. This class deals with the runtime management of mesh data; like other resource managers it handles the creation of resources (in this case mesh data), working within a fixed memory budget. Ogre loads model files from it's own proprietary format called .mesh. This is because having a single file format is better for runtime performance, and we also have control over pre-processed data (such as collision boxes, LOD reductions etc). */ class _OgreExport MeshManager: public ResourceManager, public Singleton { public: MeshManager(); ~MeshManager(); /** Initialises the manager, only to be called by OGRE internally. */ void _initialise(void); /// @copydoc ResourceManager::getResourceByName MeshPtr getByName(const String& name, const String& groupName OGRE_RESOURCE_GROUP_INIT) const; /// Create a new mesh /// @copydetails ResourceManager::createResource MeshPtr create (const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* createParams = 0); using ResourceManager::createOrRetrieve; /** Create a new mesh, or retrieve an existing one with the same name if it already exists. @copydetails ResourceManager::createResource @param vertexBufferUsage The usage flags with which the vertex buffer(s) will be created @param indexBufferUsage The usage flags with which the index buffer(s) created for this mesh will be created with. @param vertexBufferShadowed If true, the vertex buffers will be shadowed by system memory copies for faster read access @param indexBufferShadowed If true, the index buffers will be shadowed by system memory copies for faster read access */ ResourceCreateOrRetrieveResult createOrRetrieve( const String& name, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexBufferShadowed = false, bool indexBufferShadowed = false); /** Prepares a mesh for loading from a file. This does the IO in advance of the call to load(). @note If the model has already been created (prepared or loaded), the existing instance will be returned. @param filename The name of the .mesh file @param groupName The name of the resource group to assign the mesh to @param vertexBufferUsage The usage flags with which the vertex buffer(s) will be created @param indexBufferUsage The usage flags with which the index buffer(s) created for this mesh will be created with. @param vertexBufferShadowed If true, the vertex buffers will be shadowed by system memory copies for faster read access @param indexBufferShadowed If true, the index buffers will be shadowed by system memory copies for faster read access */ MeshPtr prepare( const String& filename, const String& groupName, HardwareBuffer::Usage vertexBufferUsage = HBU_GPU_ONLY, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexBufferShadowed = false, bool indexBufferShadowed = false); /** Loads a mesh from a file, making it immediately available for use. @copydetails MeshManager::prepare */ MeshPtr load( const String& filename, const String& groupName, HardwareBuffer::Usage vertexBufferUsage = HBU_GPU_ONLY, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexBufferShadowed = false, bool indexBufferShadowed = false); /** Creates a new Mesh specifically for manual definition rather than loading from an object file. Note that once you've defined your mesh, you must call Mesh::_setBounds in order to define the bounds of your mesh. In previous versions of OGRE could auto-compute that, but OGRE's support of write-only vertex buffers makes this no longer appropriate. @param name The name to give the new mesh @param groupName The name of the resource group to assign the mesh to @param loader ManualResourceLoader which will be called to load this mesh when the time comes. It is recommended that you populate this field in order that the mesh can be rebuilt should the need arise */ MeshPtr createManual( const String& name, const String& groupName, ManualResourceLoader* loader = 0); /** Creates a basic plane, by default majoring on the x/y axes facing positive Z. @param name The name to give the resulting mesh @param groupName The name of the resource group to assign the mesh to @param plane The orientation of the plane and distance from the origin @param width The width of the plane in world coordinates @param height The height of the plane in world coordinates @param xsegments The number of segments to the plane in the x direction @param ysegments The number of segments to the plane in the y direction @param normals If true, normals are created perpendicular to the plane @param numTexCoordSets The number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture. @param uTile The number of times the texture should be repeated in the u direction @param vTile The number of times the texture should be repeated in the v direction @param upVector The 'Up' direction of the plane texture coordinates. @param vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created @param indexBufferUsage The usage flag with which the index buffer for this plane will be created @param vertexShadowBuffer If this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware @param indexShadowBuffer If this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware */ MeshPtr createPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, int xsegments = 1, int ysegments = 1, bool normals = true, unsigned short numTexCoordSets = 1, Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, HardwareBuffer::Usage vertexBufferUsage = HBU_GPU_ONLY, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexShadowBuffer = false, bool indexShadowBuffer = false); /** Creates a plane, which because of it's texture coordinates looks like a curved surface, useful for skies in a skybox. @param name The name to give the resulting mesh @param groupName The name of the resource group to assign the mesh to @param plane The orientation of the plane and distance from the origin @param width The width of the plane in world coordinates @param height The height of the plane in world coordinates @param curvature The curvature of the plane. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect. @param xsegments The number of segments to the plane in the x direction @param ysegments The number of segments to the plane in the y direction @param normals If true, normals are created perpendicular to the plane @param numTexCoordSets The number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture. @param uTile The number of times the texture should be repeated in the u direction @param vTile The number of times the texture should be repeated in the v direction @param upVector The 'Up' direction of the plane. @param orientation The orientation of the overall sphere that's used to create the illusion @param vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created @param indexBufferUsage The usage flag with which the index buffer for this plane will be created @param vertexShadowBuffer If this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware @param indexShadowBuffer If this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware @param ySegmentsToKeep The number of segments from the top of the dome downwards to keep. -1 keeps all of them. This can save fillrate if you cannot see much of the sky lower down. */ MeshPtr createCurvedIllusionPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, Real curvature, int xsegments = 1, int ysegments = 1, bool normals = true, unsigned short numTexCoordSets = 1, Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, const Quaternion& orientation = Quaternion::IDENTITY, HardwareBuffer::Usage vertexBufferUsage = HBU_GPU_ONLY, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexShadowBuffer = false, bool indexShadowBuffer = false, int ySegmentsToKeep = -1); /** Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z. @param name The name to give the resulting mesh @param groupName The name of the resource group to assign the mesh to @param plane The orientation of the plane and distance from the origin @param width The width of the plane in world coordinates @param height The height of the plane in world coordinates @param bow The amount of 'bow' in the curved plane. (Could also be considered the depth.) @param xsegments The number of segments to the plane in the x direction @param ysegments The number of segments to the plane in the y direction @param normals If true, normals are created perpendicular to the plane @param numTexCoordSets The number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture. @param uTile The number of times the texture should be repeated in the u direction @param vTile The number of times the texture should be repeated in the v direction @param upVector The 'Up' direction of the plane. @param vertexBufferUsage The usage flag with which the vertex buffer for this plane will be created @param indexBufferUsage The usage flag with which the index buffer for this plane will be created @param vertexShadowBuffer If this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware @param indexShadowBuffer If this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware */ MeshPtr createCurvedPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, Real bow = 0.5f, int xsegments = 1, int ysegments = 1, bool normals = false, unsigned short numTexCoordSets = 1, Real uTile = 1.0f, Real vTile = 1.0f, const Vector3& upVector = Vector3::UNIT_Y, HardwareBuffer::Usage vertexBufferUsage = HBU_GPU_ONLY, HardwareBuffer::Usage indexBufferUsage = HBU_GPU_ONLY, bool vertexShadowBuffer = false, bool indexShadowBuffer = false); /** Creates a Bezier patch based on an array of control vertices. @param name The name to give the newly created mesh. @param groupName The name of the resource group to assign the mesh to @param controlPointBuffer A pointer to a buffer containing the vertex data which defines control points of the curves rather than actual vertices. Note that you are expected to provide not just position information, but potentially normals and texture coordinates too. The format of the buffer is defined in the VertexDeclaration parameter @param declaration VertexDeclaration describing the contents of the buffer. Note this declaration must _only_ draw on buffer source 0! @param width Specifies the width of the patch in control points. Note this parameter must greater than or equal to 3. @param height Specifies the height of the patch in control points. Note this parameter must greater than or equal to 3. @param uMaxSubdivisionLevel, vMaxSubdivisionLevel If you want to manually set the top level of subdivision, do it here, otherwise let the system decide. @param visibleSide Determines which side of the patch (or both) triangles are generated for. @param vbUsage Vertex buffer usage flags. Recommend the default since vertex buffer should be static. @param ibUsage Index buffer usage flags. Recommend the default since index buffer should be dynamic to change levels but not readable. @param vbUseShadow Flag to determine if a shadow buffer is generated for the vertex buffer. See HardwareBuffer for full details. @param ibUseShadow Flag to determine if a shadow buffer is generated for the index buffer. See HardwareBuffer for full details. */ PatchMeshPtr createBezierPatch( const String& name, const String& groupName, void* controlPointBuffer, VertexDeclaration *declaration, size_t width, size_t height, size_t uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL, size_t vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL, PatchSurface::VisibleSide visibleSide = PatchSurface::VS_FRONT, HardwareBuffer::Usage vbUsage = HBU_GPU_ONLY, HardwareBuffer::Usage ibUsage = HBU_CPU_TO_GPU, bool vbUseShadow = true, bool ibUseShadow = true); /** Tells the mesh manager that all future meshes should prepare themselves for shadow volumes on loading. */ void setPrepareAllMeshesForShadowVolumes(bool enable); /** Retrieves whether all Meshes should prepare themselves for shadow volumes. */ bool getPrepareAllMeshesForShadowVolumes(void); /// @copydoc Singleton::getSingleton() static MeshManager& getSingleton(void); /// @copydoc Singleton::getSingleton() static MeshManager* getSingletonPtr(void); /** Gets the base element type used for blend weights in vertex buffers. See the remarks below for SetBlendWeightsBaseElementType(). */ VertexElementType getBlendWeightsBaseElementType() const; /** sets the base element type used for blend weights in vertex buffers. This takes effect when meshes are loaded. Default is VET_FLOAT1. Valid values are: VET_UBYTE4_NORM: 8-bit blend weights. Lowest memory cost but may have precision issues. Requires SM2.0+ vertex shader. No software skinning. VET_USHORT2_NORM: 16-bit blend weights. Requires SM2.0+ vertex shader. No software skinning. VET_FLOAT1: 32-bit blend weights. Highest memory cost. Supports hardware and software skinning. */ void setBlendWeightsBaseElementType( VertexElementType vet ); /** Set whether to keep the bone matrices in object space or transform them to world space. * * Transforming to world space happens on the CPU and is the legacy behavior. Using object space bones * is more efficient as it allows to do the transformation in the vertex shader. */ static void setBonesUseObjectSpace(bool enable) { mBonesUseObjectSpace = enable; } /// whether the bone matrices are in object space or world space static bool getBonesUseObjectSpace() { return mBonesUseObjectSpace; } /** Gets the factor by which the bounding box of an entity is padded. Default is 0.01 */ Real getBoundsPaddingFactor(void); /** Sets the factor by which the bounding box of an entity is padded */ void setBoundsPaddingFactor(Real paddingFactor); /** Sets the listener used to control mesh loading through the serializer. */ void setListener(MeshSerializerListener *listener); /** Gets the listener used to control mesh loading through the serializer. */ MeshSerializerListener *getListener(); private: /// @copydoc ResourceManager::createImpl Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams) override; std::unique_ptr mPrefabLoader; // element type for blend weights in vertex buffer (VET_UBYTE4, VET_USHORT1, or VET_FLOAT1) VertexElementType mBlendWeightsBaseElementType; bool mPrepAllMeshesForShadowVolumes; static bool mBonesUseObjectSpace; //the factor by which the bounding box of an entity is padded Real mBoundsPaddingFactor; // The listener to pass to serializers MeshSerializerListener *mListener; private: std::unique_ptr mMeshCodec; }; /** @} */ /** @} */ } //namespace #include "OgreHeaderSuffix.h" #endif