1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __Renderable_H__ |
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30 | #define __Renderable_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreCommon.h" |
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34 | |
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35 | #include "OgreRenderOperation.h" |
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36 | #include "OgreMatrix4.h" |
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37 | #include "OgreMaterial.h" |
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38 | #include "OgrePlane.h" |
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39 | #include "OgreGpuProgram.h" |
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40 | #include "OgreVector4.h" |
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41 | #include "OgreException.h" |
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42 | |
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43 | namespace Ogre { |
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44 | |
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45 | /** Abstract class defining the interface all renderable objects must implement. |
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46 | @remarks |
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47 | This interface abstracts renderable discrete objects which will be queued in the render pipeline, |
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48 | grouped by material. Classes implementing this interface must be based on a single material, a single |
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49 | world matrix (or a collection of world matrices which are blended by weights), and must be |
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50 | renderable via a single render operation. |
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51 | @par |
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52 | Note that deciding whether to put these objects in the rendering pipeline is done from the more specific |
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53 | classes e.g. entities. Only once it is decided that the specific class is to be rendered is the abstract version |
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54 | created (could be more than one per visible object) and pushed onto the rendering queue. |
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55 | */ |
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56 | class _OgreExport Renderable |
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57 | { |
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58 | public: |
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59 | Renderable() : mPolygonModeOverrideable(true), mUseIdentityProjection(false), mUseIdentityView(false) {} |
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60 | /** Virtual destructor needed as class has virtual methods. */ |
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61 | virtual ~Renderable() { } |
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62 | /** Retrieves a weak reference to the material this renderable object uses. |
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63 | @remarks |
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64 | Note that the Renderable also has the option to override the getTechnique method |
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65 | to specify a particular Technique to use instead of the best one available. |
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66 | */ |
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67 | virtual const MaterialPtr& getMaterial(void) const = 0; |
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68 | /** Retrieves a pointer to the Material Technique this renderable object uses. |
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69 | @remarks |
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70 | This is to allow Renderables to use a chosen Technique if they wish, otherwise |
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71 | they will use the best Technique available for the Material they are using. |
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72 | */ |
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73 | virtual Technique* getTechnique(void) const { return getMaterial()->getBestTechnique(); } |
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74 | /** Gets the render operation required to send this object to the frame buffer. |
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75 | */ |
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76 | virtual void getRenderOperation(RenderOperation& op) = 0; |
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77 | /** Gets the world transform matrix / matrices for this renderable object. |
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78 | @remarks |
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79 | If the object has any derived transforms, these are expected to be up to date as long as |
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80 | all the SceneNode structures have been updated before this is called. |
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81 | @par |
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82 | This method will populate xform with 1 matrix if it does not use vertex blending. If it |
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83 | does use vertex blending it will fill the passed in pointer with an array of matrices, |
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84 | the length being the value returned from getNumWorldTransforms. |
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85 | @note |
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86 | Internal Ogre never supports non-affine matrix for world transform matrix/matrices, |
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87 | the behavior is undefined if returns non-affine matrix here. @see Matrix4::isAffine. |
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88 | */ |
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89 | virtual void getWorldTransforms(Matrix4* xform) const = 0; |
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90 | /** Gets the worldspace orientation of this renderable; this is used in order to |
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91 | more efficiently update parameters to vertex & fragment programs, since inverting Quaterion |
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92 | and Vector in order to derive object-space positions / directions for cameras and |
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93 | lights is much more efficient than inverting a complete 4x4 matrix, and also |
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94 | eliminates problems introduced by scaling. */ |
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95 | virtual const Quaternion& getWorldOrientation(void) const = 0; |
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96 | /** Gets the worldspace position of this renderable; this is used in order to |
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97 | more efficiently update parameters to vertex & fragment programs, since inverting Quaterion |
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98 | and Vector in order to derive object-space positions / directions for cameras and |
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99 | lights is much more efficient than inverting a complete 4x4 matrix, and also |
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100 | eliminates problems introduced by scaling. */ |
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101 | virtual const Vector3& getWorldPosition(void) const = 0; |
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102 | |
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103 | /** Returns the number of world transform matrices this renderable requires. |
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104 | @remarks |
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105 | When a renderable uses vertex blending, it uses multiple world matrices instead of a single |
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106 | one. Each vertex sent to the pipeline can reference one or more matrices in this list |
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107 | with given weights. |
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108 | If a renderable does not use vertex blending this method returns 1, which is the default for |
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109 | simplicity. |
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110 | */ |
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111 | virtual unsigned short getNumWorldTransforms(void) const { return 1; } |
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112 | |
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113 | /** Sets whether or not to use an 'identity' projection. |
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114 | @remarks |
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115 | Usually Renderable objects will use a projection matrix as determined |
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116 | by the active camera. However, if they want they can cancel this out |
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117 | and use an identity projection, which effectively projects in 2D using |
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118 | a {-1, 1} view space. Useful for overlay rendering. Normal renderables |
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119 | need not change this. The default is false. |
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120 | @see Renderable::getUseIdentityProjection |
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121 | */ |
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122 | void setUseIdentityProjection(bool useIdentityProjection) |
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123 | { |
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124 | mUseIdentityProjection = useIdentityProjection; |
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125 | } |
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126 | |
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127 | /** Returns whether or not to use an 'identity' projection. |
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128 | @remarks |
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129 | Usually Renderable objects will use a projection matrix as determined |
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130 | by the active camera. However, if they want they can cancel this out |
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131 | and use an identity projection, which effectively projects in 2D using |
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132 | a {-1, 1} view space. Useful for overlay rendering. Normal renderables |
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133 | need not change this. |
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134 | @see Renderable::setUseIdentityProjection |
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135 | */ |
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136 | bool getUseIdentityProjection(void) const { return mUseIdentityProjection; } |
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137 | |
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138 | /** Sets whether or not to use an 'identity' view. |
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139 | @remarks |
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140 | Usually Renderable objects will use a view matrix as determined |
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141 | by the active camera. However, if they want they can cancel this out |
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142 | and use an identity matrix, which means all geometry is assumed |
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143 | to be relative to camera space already. Useful for overlay rendering. |
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144 | Normal renderables need not change this. The default is false. |
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145 | @see Renderable::getUseIdentityView |
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146 | */ |
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147 | void setUseIdentityView(bool useIdentityView) |
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148 | { |
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149 | mUseIdentityView = useIdentityView; |
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150 | } |
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151 | |
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152 | /** Returns whether or not to use an 'identity' view. |
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153 | @remarks |
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154 | Usually Renderable objects will use a view matrix as determined |
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155 | by the active camera. However, if they want they can cancel this out |
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156 | and use an identity matrix, which means all geometry is assumed |
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157 | to be relative to camera space already. Useful for overlay rendering. |
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158 | Normal renderables need not change this. |
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159 | @see Renderable::setUseIdentityView |
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160 | */ |
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161 | bool getUseIdentityView(void) const { return mUseIdentityView; } |
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162 | |
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163 | /** Returns the camera-relative squared depth of this renderable. |
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164 | @remarks |
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165 | Used to sort transparent objects. Squared depth is used rather than |
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166 | actual depth to avoid having to perform a square root on the result. |
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167 | */ |
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168 | virtual Real getSquaredViewDepth(const Camera* cam) const = 0; |
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169 | |
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170 | /** Returns whether or not this Renderable wishes the hardware to normalise normals. */ |
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171 | virtual bool getNormaliseNormals(void) const { return false; } |
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172 | |
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173 | /** Gets a list of lights, ordered relative to how close they are to this renderable. |
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174 | @remarks |
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175 | Directional lights, which have no position, will always be first on this list. |
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176 | */ |
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177 | virtual const LightList& getLights(void) const = 0; |
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178 | |
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179 | virtual const PlaneList& getClipPlanes() const { return msDummyPlaneList; }; |
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180 | |
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181 | /** Method which reports whether this renderable would normally cast a |
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182 | shadow. |
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183 | @remarks |
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184 | Subclasses should override this if they could have been used to |
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185 | generate a shadow. |
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186 | */ |
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187 | virtual bool getCastsShadows(void) const { return false; } |
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188 | |
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189 | /** Sets a custom parameter for this Renderable, which may be used to |
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190 | drive calculations for this specific Renderable, like GPU program parameters. |
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191 | @remarks |
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192 | Calling this method simply associates a numeric index with a 4-dimensional |
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193 | value for this specific Renderable. This is most useful if the material |
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194 | which this Renderable uses a vertex or fragment program, and has an |
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195 | ACT_CUSTOM parameter entry. This parameter entry can refer to the |
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196 | index you specify as part of this call, thereby mapping a custom |
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197 | parameter for this renderable to a program parameter. |
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198 | @param index The index with which to associate the value. Note that this |
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199 | does not have to start at 0, and can include gaps. It also has no direct |
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200 | correlation with a GPU program parameter index - the mapping between the |
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201 | two is performed by the ACT_CUSTOM entry, if that is used. |
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202 | @param value The value to associate. |
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203 | */ |
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204 | void setCustomParameter(size_t index, const Vector4& value) |
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205 | { |
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206 | mCustomParameters[index] = value; |
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207 | } |
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208 | |
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209 | /** Gets the custom value associated with this Renderable at the given index. |
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210 | @param |
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211 | @see setCustomParaemter for full details. |
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212 | */ |
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213 | const Vector4& getCustomParameter(size_t index) const |
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214 | { |
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215 | CustomParameterMap::const_iterator i = mCustomParameters.find(index); |
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216 | if (i != mCustomParameters.end()) |
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217 | { |
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218 | return i->second; |
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219 | } |
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220 | else |
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221 | { |
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222 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
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223 | "Parameter at the given index was not found.", |
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224 | "Renderable::getCustomParameter"); |
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225 | } |
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226 | } |
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227 | |
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228 | /** Update a custom GpuProgramParameters constant which is derived from |
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229 | information only this Renderable knows. |
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230 | @remarks |
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231 | This method allows a Renderable to map in a custom GPU program parameter |
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232 | based on it's own data. This is represented by a GPU auto parameter |
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233 | of ACT_CUSTOM, and to allow there to be more than one of these per |
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234 | Renderable, the 'data' field on the auto parameter will identify |
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235 | which parameter is being updated. The implementation of this method |
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236 | must identify the parameter being updated, and call a 'setConstant' |
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237 | method on the passed in GpuProgramParameters object, using the details |
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238 | provided in the incoming auto constant setting to identify the index |
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239 | at which to set the parameter. |
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240 | @par |
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241 | You do not need to override this method if you're using the standard |
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242 | sets of data associated with the Renderable as provided by setCustomParameter |
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243 | and getCustomParameter. By default, the implementation will map from the |
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244 | value indexed by the 'constantEntry.data' parameter to a value previously |
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245 | set by setCustomParameter. But custom Renderables are free to override |
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246 | this if they want, in any case. |
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247 | @param constantEntry The auto constant entry referring to the parameter |
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248 | being updated |
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249 | @param params The parameters object which this method should call to |
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250 | set the updated parameters. |
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251 | */ |
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252 | virtual void _updateCustomGpuParameter( |
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253 | const GpuProgramParameters::AutoConstantEntry& constantEntry, |
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254 | GpuProgramParameters* params) const |
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255 | { |
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256 | CustomParameterMap::const_iterator i = mCustomParameters.find(constantEntry.data); |
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257 | if (i != mCustomParameters.end()) |
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258 | { |
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259 | params->_writeRawConstant(constantEntry.physicalIndex, i->second, |
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260 | constantEntry.elementCount); |
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261 | } |
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262 | } |
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263 | |
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264 | /** Sets whether this renderable's chosen detail level can be |
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265 | overridden (downgraded) by the camera setting. |
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266 | @param override true means that a lower camera detail will override this |
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267 | renderables detail level, false means it won't. |
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268 | */ |
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269 | virtual void setPolygonModeOverrideable(bool override) |
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270 | { |
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271 | mPolygonModeOverrideable = override; |
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272 | } |
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273 | |
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274 | /** Gets whether this renderable's chosen detail level can be |
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275 | overridden (downgraded) by the camera setting. |
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276 | */ |
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277 | virtual bool getPolygonModeOverrideable(void) const |
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278 | { |
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279 | return mPolygonModeOverrideable; |
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280 | } |
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281 | |
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282 | |
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283 | protected: |
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284 | static const PlaneList msDummyPlaneList; |
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285 | typedef std::map<size_t, Vector4> CustomParameterMap; |
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286 | CustomParameterMap mCustomParameters; |
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287 | bool mPolygonModeOverrideable; |
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288 | bool mUseIdentityProjection; |
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289 | bool mUseIdentityView; |
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290 | }; |
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291 | |
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292 | |
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293 | |
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294 | } |
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295 | |
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296 | #endif //__Renderable_H__ |
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