Torque3D/Engine/source/forest/forestCellBatch.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/forestCellBatch.h"
#include "forest/forestItem.h"
ForestCellBatch::ForestCellBatch()
: mDirty( false ),
mBounds( Box3F::Invalid )
{
}
ForestCellBatch::~ForestCellBatch()
{
}
bool ForestCellBatch::add( const ForestItem &item )
{
// A little hacky, but don't allow more than 65K / 6 items
// in a cell... this is generally the VB size limit on hardware.
const U32 maxItems = 10000;
if ( mItems.size() > maxItems )
return false;
// Do the pre batching tests... if it fails
// then we cannot batch this type!
if ( !_prepBatch( item ) )
return false;
// Add it to our list and we'll populate the VB at render time.
mItems.push_back( item );
mDirty = true;
// Expand out bounds.
const Box3F &box = item.getWorldBox();
mBounds.intersect( box );
return true;
}
void ForestCellBatch::render( SceneRenderState *state )
{
if ( mDirty )
{
_rebuildBatch();
mDirty = false;
}
_render( state );
}