forestCellBatch.cpp
Engine/source/forest/forestCellBatch.cpp
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "platform/platform.h" 25#include "forest/forestCellBatch.h" 26 27#include "forest/forestItem.h" 28 29 30ForestCellBatch::ForestCellBatch() 31 : mDirty( false ), 32 mBounds( Box3F::Invalid ) 33{ 34} 35 36ForestCellBatch::~ForestCellBatch() 37{ 38} 39 40bool ForestCellBatch::add( const ForestItem &item ) 41{ 42 // A little hacky, but don't allow more than 65K / 6 items 43 // in a cell... this is generally the VB size limit on hardware. 44 const U32 maxItems = 10000; 45 if ( mItems.size() > maxItems ) 46 return false; 47 48 // Do the pre batching tests... if it fails 49 // then we cannot batch this type! 50 if ( !_prepBatch( item ) ) 51 return false; 52 53 // Add it to our list and we'll populate the VB at render time. 54 mItems.push_back( item ); 55 mDirty = true; 56 57 // Expand out bounds. 58 const Box3F &box = item.getWorldBox(); 59 mBounds.intersect( box ); 60 return true; 61} 62 63void ForestCellBatch::render( SceneRenderState *state ) 64{ 65 if ( mDirty ) 66 { 67 _rebuildBatch(); 68 mDirty = false; 69 } 70 71 _render( state ); 72} 73