1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
|
/************************************************************************
*
* Copyright (C) 2014-2025 IRCAD France
* Copyright (C) 2014-2020 IHU Strasbourg
*
* This file is part of Sight.
*
* Sight is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Sight is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with Sight. If not, see <https://www.gnu.org/licenses/>.
*
***********************************************************************/
#pragma once
#include <sight/viz/scene3d/config.hpp>
#include "viz/scene3d/material/r2vb.hpp"
#include <data/mesh.hpp>
#include <OGRE/OgreEntity.h>
#include <OGRE/OgreManualObject.h>
#include <OGRE/OgreNode.h>
#include <OGRE/OgreRenderToVertexBuffer.h>
#include <OGRE/OgreSceneManager.h>
#include <OGRE/OgreSimpleRenderable.h>
#include <OGRE/OgreSubEntity.h>
namespace sight::viz::scene3d
{
/**
* @brief This object is used to implement a render-to-vertex-buffer (r2vb) process (GL_TRANSFORM_FEEDBACK).
*
* This objects holds a reference to the object used as input for the render-to-vertex-buffer process.
* It also contains the output vertex buffer, that is used to be displayed like a "regular" object.
*/
class SIGHT_VIZ_SCENE3D_CLASS_API r2vb_renderable : public Ogre::SimpleRenderable
{
public:
/// Create a new instance of r2vb_renderable
SIGHT_VIZ_SCENE3D_API static r2vb_renderable* make(
const std::string& _name,
Ogre::SubEntity* _source_object,
Ogre::SceneManager* _scene_manager,
data::mesh::cell_type_t _primitive_type,
const std::string& _mtl_name
);
SIGHT_VIZ_SCENE3D_API r2vb_renderable(const Ogre::String& _name);
SIGHT_VIZ_SCENE3D_API ~r2vb_renderable() override;
/// Set the maximum number of vertices in output, and adjust the size of the output buffer accordingly.
/// It also updates the vertex declaration of the output buffer
SIGHT_VIZ_SCENE3D_API void set_output_settings(
std::size_t _vertex_count,
bool _has_color,
bool _has_tex_coord,
bool _has_normals = true
);
/** @copydoc SimpleRenderable::_updateRenderQueue. */
SIGHT_VIZ_SCENE3D_API void _updateRenderQueue(Ogre::RenderQueue* _queue) override;
/** @copydoc SimpleRenderable::getMovableType. */
SIGHT_VIZ_SCENE3D_API const Ogre::String& getMovableType() const override;
/** @copydoc SimpleRenderable::getRenderOperation. */
SIGHT_VIZ_SCENE3D_API void getRenderOperation(Ogre::RenderOperation& _op) override;
/// Delegate to the subentity.
SIGHT_VIZ_SCENE3D_API Ogre::Real getBoundingRadius() const override;
/// @copydoc Renderable::getSquaredViewDepth
SIGHT_VIZ_SCENE3D_API Ogre::Real getSquaredViewDepth(const Ogre::Camera* _cam) const override;
/// Return the parent mesh.
SIGHT_VIZ_SCENE3D_API virtual const Ogre::MeshPtr& get_mesh() const;
/// Mark the output vertex buffer as dirty, the r2vb process will be run on next update
SIGHT_VIZ_SCENE3D_API void set_dirty();
/// Runs the R2VB process.
SIGHT_VIZ_SCENE3D_API void manual_update();
/// Set the material used to process the geometry pass.
SIGHT_VIZ_SCENE3D_API void set_render_to_buffer_material(const std::string& _mtl_name);
viz::scene3d::material::r2vb::uptr material;
data::mesh::cell_type_t get_input_primitive_type() const;
protected:
/// Source object of the r2vb process
Ogre::SubEntity* m_src_object {};
/// Buffer used as output
Ogre::RenderToVertexBufferSharedPtr m_r2vb_buffer;
/// Tells if the r2vb must be run on next update - typically we want this to be done, at worst, only once per frame.
/// Thus we use this flag, depending on the technique to enable the r2vb only on the first rendering pass.
bool m_dirty {false};
/// Primitive type used as input
data::mesh::cell_type_t m_input_primitive_type {data::mesh::cell_type_t::triangle};
/// Maximum number of vertices in output buffer
std::size_t m_max_output_vertex_count {0};
};
//-----------------------------------------------------------------------------
// Inline functions
//-----------------------------------------------------------------------------
inline r2vb_renderable::~r2vb_renderable()
{
m_src_object = nullptr;
}
//-----------------------------------------------------------------------------
inline Ogre::Real r2vb_renderable::getBoundingRadius() const
{
return m_src_object->getParent()->getBoundingRadius();
}
//-----------------------------------------------------------------------------
inline Ogre::Real r2vb_renderable::getSquaredViewDepth(const Ogre::Camera* _cam) const
{
return this->getParentNode()->getSquaredViewDepth(_cam);
}
//-----------------------------------------------------------------------------
inline void r2vb_renderable::set_dirty()
{
m_dirty = true;
}
//-----------------------------------------------------------------------------
inline void r2vb_renderable::manual_update()
{
m_r2vb_buffer->update(mManager);
}
//-----------------------------------------------------------------------------
inline void r2vb_renderable::set_render_to_buffer_material(const std::string& _mtl_name)
{
m_r2vb_buffer->setRenderToBufferMaterialName(_mtl_name);
}
//------------------------------------------------------------------------------
inline data::mesh::cell_type_t r2vb_renderable::get_input_primitive_type() const
{
return m_input_primitive_type;
}
} // namespace sight::viz::scene3d
|