1 | /*------------------------------------------------------------------------- |
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2 | This source file is a part of OGRE |
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3 | (Object-oriented Graphics Rendering Engine) |
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4 | |
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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 library is free software; you can redistribute it and/or modify it |
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11 | under the terms of the GNU Lesser General Public License (LGPL) as |
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12 | published by the Free Software Foundation; either version 2.1 of the |
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13 | License, or (at your option) any later version. |
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14 | |
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15 | This library is distributed in the hope that it will be useful, but |
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16 | WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
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17 | or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public |
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18 | License for more details. |
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19 | |
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20 | You should have received a copy of the GNU Lesser General Public License |
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21 | along with this library; if not, write to the Free Software Foundation, |
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22 | Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA or go to |
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23 | http://www.gnu.org/copyleft/lesser.txt |
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24 | |
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25 | You may alternatively use this source under the terms of a specific version of |
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26 | the OGRE Unrestricted License provided you have obtained such a license from |
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27 | Torus Knot Software Ltd. |
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28 | -------------------------------------------------------------------------*/ |
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29 | #ifndef __SceneManager_H__ |
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30 | #define __SceneManager_H__ |
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31 | |
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32 | // Precompiler options |
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33 | #include "OgrePrerequisites.h" |
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34 | |
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35 | #include "OgreString.h" |
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36 | #include "OgreSceneNode.h" |
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37 | #include "OgrePlane.h" |
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38 | #include "OgreQuaternion.h" |
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39 | #include "OgreColourValue.h" |
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40 | #include "OgreCommon.h" |
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41 | #include "OgreSceneQuery.h" |
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42 | #include "OgreAutoParamDataSource.h" |
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43 | #include "OgreAnimationState.h" |
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44 | #include "OgreRenderQueue.h" |
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45 | #include "OgreRenderQueueSortingGrouping.h" |
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46 | #include "OgreRectangle2D.h" |
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47 | #include "OgrePixelFormat.h" |
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48 | #include "OgreResourceGroupManager.h" |
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49 | #include "OgreTexture.h" |
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50 | #include "OgreShadowCameraSetup.h" |
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51 | #include "OgreShadowTextureManager.h" |
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52 | #include "OgreCamera.h" |
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53 | #include "OgreInstancedGeometry.h" |
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54 | |
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55 | namespace Ogre { |
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56 | |
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57 | /** Structure for holding a position & orientation pair. */ |
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58 | struct ViewPoint |
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59 | { |
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60 | Vector3 position; |
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61 | Quaternion orientation; |
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62 | }; |
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63 | |
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64 | // Forward declarations |
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65 | class DefaultIntersectionSceneQuery; |
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66 | class DefaultRaySceneQuery; |
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67 | class DefaultSphereSceneQuery; |
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68 | class DefaultAxisAlignedBoxSceneQuery; |
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69 | |
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70 | /** Structure collecting together information about the visible objects |
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71 | that have been discovered in a scene. |
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72 | */ |
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73 | struct VisibleObjectsBoundsInfo |
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74 | { |
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75 | /// The axis-aligned bounds of the visible objects |
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76 | AxisAlignedBox aabb; |
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77 | /// The closest a visible object is to the camera |
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78 | Real minDistance; |
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79 | /// The farthest a visible objects is from the camera |
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80 | Real maxDistance; |
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81 | |
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82 | VisibleObjectsBoundsInfo() |
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83 | { |
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84 | reset(); |
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85 | } |
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86 | |
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87 | void reset() |
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88 | { |
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89 | aabb.setNull(); |
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90 | minDistance = std::numeric_limits<Real>::infinity(); |
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91 | maxDistance = 0; |
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92 | } |
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93 | |
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94 | void merge(const AxisAlignedBox& boxBounds, const Sphere& sphereBounds, |
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95 | const Camera* cam) |
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96 | { |
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97 | aabb.merge(boxBounds); |
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98 | Real camDistToCenter = |
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99 | (cam->getDerivedPosition() - sphereBounds.getCenter()).length(); |
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100 | minDistance = (std::min)(minDistance, (std::max)((Real)0, camDistToCenter - sphereBounds.getRadius())); |
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101 | maxDistance = (std::max)(maxDistance, camDistToCenter + sphereBounds.getRadius()); |
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102 | } |
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103 | |
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104 | |
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105 | }; |
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106 | |
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107 | /** Interface definition for classes which can listen in on the process |
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108 | of rendering shadows, in order to implement custom behaviour. |
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109 | */ |
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110 | class _OgreExport ShadowListener |
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111 | { |
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112 | public: |
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113 | ShadowListener() {} |
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114 | virtual ~ShadowListener() {} |
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115 | |
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116 | /** Event raised after all shadow textures have been rendered into for |
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117 | all queues / targets but before any other geometry has been rendered |
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118 | (including main scene geometry and any additional shadow receiver |
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119 | passes). |
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120 | @remarks |
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121 | This callback is useful for those that wish to perform some |
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122 | additional processing on shadow textures before they are used to |
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123 | render shadows. For example you could perform some filtering by |
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124 | rendering the existing shadow textures into another alternative |
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125 | shadow texture with a shader.] |
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126 | @note |
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127 | This event will only be fired when texture shadows are in use. |
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128 | @param numberOfShadowTextures The number of shadow textures in use |
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129 | */ |
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130 | virtual void shadowTexturesUpdated(size_t numberOfShadowTextures) = 0; |
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131 | |
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132 | /** This event occurs just before the view & projection matrices are |
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133 | set for rendering into a shadow texture. |
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134 | @remarks |
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135 | You can use this event hook to perform some custom processing, |
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136 | such as altering the camera being used for rendering the light's |
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137 | view, including setting custom view & projection matrices if you |
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138 | want to perform an advanced shadow technique. |
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139 | @note |
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140 | This event will only be fired when texture shadows are in use. |
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141 | @param light Pointer to the light for which shadows are being rendered |
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142 | @param camera Pointer to the camera being used to render |
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143 | */ |
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144 | virtual void shadowTextureCasterPreViewProj(Light* light, |
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145 | Camera* camera) = 0; |
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146 | /** This event occurs just before the view & projection matrices are |
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147 | set for re-rendering a shadow receiver. |
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148 | @remarks |
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149 | You can use this event hook to perform some custom processing, |
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150 | such as altering the projection frustum being used for rendering |
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151 | the shadow onto the receiver to perform an advanced shadow |
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152 | technique. |
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153 | @note |
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154 | This event will only be fired when texture shadows are in use. |
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155 | @param light Pointer to the light for which shadows are being rendered |
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156 | @param frustum Pointer to the projection frustum being used to project |
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157 | the shadow texture |
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158 | */ |
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159 | virtual void shadowTextureReceiverPreViewProj(Light* light, |
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160 | Frustum* frustum) = 0; |
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161 | |
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162 | /** Hook to allow the listener to override the ordering of lights for |
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163 | the entire frustum. |
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164 | @remarks |
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165 | Whilst ordinarily lights are sorted per rendered object |
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166 | (@see MovableObject::queryLights), texture shadows adds another issue |
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167 | in that, given there is a finite number of shadow textures, we must |
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168 | choose which lights to render texture shadows from based on the entire |
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169 | frustum. These lights should always be listed first in every objects |
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170 | own list, followed by any other lights which will not cast texture |
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171 | shadows (either because they have shadow casting off, or there aren't |
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172 | enough shadow textures to service them). |
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173 | @par |
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174 | This hook allows you to override the detailed ordering of the lights |
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175 | per frustum. The default ordering is shadow casters first (which you |
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176 | must also respect if you override this method), and ordered |
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177 | by distance from the camera within those 2 groups. Obviously the closest |
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178 | lights with shadow casting enabled will be listed first. Only lights |
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179 | within the range of the frustum will be in the list. |
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180 | @param lightList The list of lights within range of the frustum which you |
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181 | may sort. |
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182 | @returns true if you sorted the list, false otherwise. |
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183 | */ |
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184 | virtual bool sortLightsAffectingFrustum(LightList& lightList) { return false; } |
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185 | |
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186 | |
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187 | }; |
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188 | |
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189 | /** Manages the organisation and rendering of a 'scene' i.e. a collection |
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190 | of objects and potentially world geometry. |
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191 | @remarks |
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192 | This class defines the interface and the basic behaviour of a |
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193 | 'Scene Manager'. A SceneManager organises the culling and rendering of |
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194 | the scene, in conjunction with the RenderQueue. This class is designed |
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195 | to be extended through subclassing in order to provide more specialised |
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196 | scene organisation structures for particular needs. The default |
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197 | SceneManager culls based on a hierarchy of node bounding boxes, other |
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198 | implementations can use an octree (@see OctreeSceneManager), a BSP |
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199 | tree (@see BspSceneManager), and many other options. New SceneManager |
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200 | implementations can be added at runtime by plugins, see |
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201 | SceneManagerEnumerator for the interfaces for adding new SceneManager |
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202 | types. |
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203 | @par |
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204 | There is a distinction between 'objects' (which subclass MovableObject, |
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205 | and are movable, discrete objects in the world), and 'world geometry', |
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206 | which is large, generally static geometry. World geometry tends to |
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207 | influence the SceneManager organisational structure (e.g. lots of indoor |
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208 | static geometry might result in a spatial tree structure) and as such |
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209 | world geometry is generally tied to a given SceneManager implementation, |
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210 | whilst MovableObject instances can be used with any SceneManager. |
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211 | Subclasses are free to define world geometry however they please. |
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212 | @par |
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213 | Multiple SceneManager instances can exist at one time, each one with |
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214 | a distinct scene. Which SceneManager is used to render a scene is |
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215 | dependent on the Camera, which will always call back the SceneManager |
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216 | which created it to render the scene. |
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217 | */ |
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218 | class _OgreExport SceneManager |
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219 | { |
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220 | public: |
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221 | /// Query type mask which will be used for world geometry @see SceneQuery |
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222 | static uint32 WORLD_GEOMETRY_TYPE_MASK; |
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223 | /// Query type mask which will be used for entities @see SceneQuery |
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224 | static uint32 ENTITY_TYPE_MASK; |
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225 | /// Query type mask which will be used for effects like billboardsets / particle systems @see SceneQuery |
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226 | static uint32 FX_TYPE_MASK; |
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227 | /// Query type mask which will be used for StaticGeometry @see SceneQuery |
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228 | static uint32 STATICGEOMETRY_TYPE_MASK; |
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229 | /// Query type mask which will be used for lights @see SceneQuery |
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230 | static uint32 LIGHT_TYPE_MASK; |
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231 | /// User type mask limit |
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232 | static uint32 USER_TYPE_MASK_LIMIT; |
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233 | /** Comparator for material map, for sorting materials into render order (e.g. transparent last). |
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234 | */ |
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235 | struct materialLess |
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236 | { |
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237 | _OgreExport bool operator()(const Material* x, const Material* y) const; |
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238 | }; |
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239 | /// Comparator for sorting lights relative to a point |
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240 | struct lightLess |
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241 | { |
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242 | _OgreExport bool operator()(const Light* a, const Light* b) const; |
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243 | }; |
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244 | |
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245 | /// Describes the stage of rendering when performing complex illumination |
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246 | enum IlluminationRenderStage |
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247 | { |
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248 | /// No special illumination stage |
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249 | IRS_NONE, |
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250 | /// Render to texture stage, used for texture based shadows |
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251 | IRS_RENDER_TO_TEXTURE, |
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252 | /// Render from shadow texture to receivers stage |
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253 | IRS_RENDER_RECEIVER_PASS |
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254 | }; |
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255 | |
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256 | /** Enumeration of the possible modes allowed for processing the special case |
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257 | render queue list. |
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258 | @see SceneManager::setSpecialCaseRenderQueueMode |
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259 | */ |
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260 | enum SpecialCaseRenderQueueMode |
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261 | { |
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262 | /// Render only the queues in the special case list |
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263 | SCRQM_INCLUDE, |
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264 | /// Render all except the queues in the special case list |
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265 | SCRQM_EXCLUDE |
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266 | }; |
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267 | |
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268 | struct SkyDomeGenParameters |
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269 | { |
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270 | Real skyDomeCurvature; |
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271 | Real skyDomeTiling; |
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272 | Real skyDomeDistance; |
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273 | int skyDomeXSegments; |
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274 | int skyDomeYSegments; |
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275 | int skyDomeYSegments_keep; |
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276 | }; |
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277 | |
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278 | struct SkyPlaneGenParameters |
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279 | { |
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280 | Real skyPlaneScale; |
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281 | Real skyPlaneTiling; |
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282 | Real skyPlaneBow; |
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283 | int skyPlaneXSegments; |
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284 | int skyPlaneYSegments; |
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285 | }; |
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286 | |
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287 | struct SkyBoxGenParameters |
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288 | { |
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289 | Real skyBoxDistance; |
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290 | }; |
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291 | |
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292 | protected: |
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293 | /// Instance name |
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294 | String mName; |
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295 | |
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296 | /// Queue of objects for rendering |
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297 | RenderQueue* mRenderQueue; |
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298 | |
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299 | /// Current ambient light, cached for RenderSystem |
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300 | ColourValue mAmbientLight; |
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301 | |
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302 | /// The rendering system to send the scene to |
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303 | RenderSystem *mDestRenderSystem; |
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304 | |
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305 | typedef std::map<String, Camera* > CameraList; |
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306 | |
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307 | /** Central list of cameras - for easy memory management and lookup. |
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308 | */ |
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309 | CameraList mCameras; |
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310 | |
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311 | typedef std::map<String, StaticGeometry* > StaticGeometryList; |
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312 | StaticGeometryList mStaticGeometryList; |
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313 | typedef std::map<String, InstancedGeometry* > InstancedGeometryList; |
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314 | InstancedGeometryList mInstancedGeometryList; |
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315 | |
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316 | typedef std::map<String, SceneNode*> SceneNodeList; |
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317 | |
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318 | /** Central list of SceneNodes - for easy memory management. |
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319 | @note |
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320 | Note that this list is used only for memory management; the structure of the scene |
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321 | is held using the hierarchy of SceneNodes starting with the root node. However you |
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322 | can look up nodes this way. |
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323 | */ |
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324 | SceneNodeList mSceneNodes; |
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325 | |
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326 | /// Camera in progress |
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327 | Camera* mCameraInProgress; |
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328 | /// Current Viewport |
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329 | Viewport* mCurrentViewport; |
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330 | |
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331 | /// Root scene node |
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332 | SceneNode* mSceneRoot; |
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333 | |
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334 | /// Autotracking scene nodes |
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335 | typedef std::set<SceneNode*> AutoTrackingSceneNodes; |
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336 | AutoTrackingSceneNodes mAutoTrackingSceneNodes; |
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337 | |
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338 | // Sky params |
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339 | // Sky plane |
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340 | Entity* mSkyPlaneEntity; |
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341 | Entity* mSkyDomeEntity[5]; |
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342 | Entity* mSkyBoxEntity[6]; |
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343 | |
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344 | SceneNode* mSkyPlaneNode; |
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345 | SceneNode* mSkyDomeNode; |
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346 | SceneNode* mSkyBoxNode; |
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347 | |
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348 | // Sky plane |
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349 | bool mSkyPlaneEnabled; |
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350 | bool mSkyPlaneDrawFirst; |
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351 | Plane mSkyPlane; |
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352 | SkyPlaneGenParameters mSkyPlaneGenParameters; |
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353 | // Sky box |
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354 | bool mSkyBoxEnabled; |
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355 | bool mSkyBoxDrawFirst; |
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356 | Quaternion mSkyBoxOrientation; |
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357 | SkyBoxGenParameters mSkyBoxGenParameters; |
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358 | // Sky dome |
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359 | bool mSkyDomeEnabled; |
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360 | bool mSkyDomeDrawFirst; |
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361 | Quaternion mSkyDomeOrientation; |
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362 | SkyDomeGenParameters mSkyDomeGenParameters; |
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363 | |
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364 | // Fog |
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365 | FogMode mFogMode; |
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366 | ColourValue mFogColour; |
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367 | Real mFogStart; |
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368 | Real mFogEnd; |
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369 | Real mFogDensity; |
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370 | |
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371 | typedef std::set<uint8> SpecialCaseRenderQueueList; |
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372 | SpecialCaseRenderQueueList mSpecialCaseQueueList; |
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373 | SpecialCaseRenderQueueMode mSpecialCaseQueueMode; |
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374 | uint8 mWorldGeometryRenderQueue; |
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375 | |
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376 | unsigned long mLastFrameNumber; |
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377 | Matrix4 mTempXform[256]; |
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378 | bool mResetIdentityView; |
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379 | bool mResetIdentityProj; |
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380 | |
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381 | protected: |
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382 | |
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383 | /** Visible objects bounding box list. |
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384 | @remarks |
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385 | Holds an ABB for each camera that contains the physical extends of the visible |
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386 | scene elements by each camera. The map is crutial for shadow algorithms which |
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387 | have a focus step to limit the shadow sample distribution to only valid visible |
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388 | scene elements. |
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389 | */ |
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390 | typedef std::map< const Camera*, VisibleObjectsBoundsInfo> CamVisibleObjectsMap; |
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391 | CamVisibleObjectsMap mCamVisibleObjectsMap; |
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392 | |
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393 | /** ShadowCamera to light mapping */ |
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394 | typedef std::map< const Camera*, const Light* > ShadowCamLightMapping; |
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395 | ShadowCamLightMapping mShadowCamLightMapping; |
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396 | |
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397 | /// Cached light information, used to tracking light's changes |
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398 | struct _OgreExport LightInfo |
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399 | { |
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400 | Light* light; // Just a pointer for comparison, the light might destroyed for some reason |
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401 | int type; // Use int instead of Light::LightTypes to avoid header file dependence |
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402 | Real range; // Sets to zero if directional light |
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403 | Vector3 position; // Sets to zero if directional light |
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404 | |
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405 | bool operator== (const LightInfo& rhs) const |
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406 | { |
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407 | return light == rhs.light && type == rhs.type && |
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408 | range == rhs.range && position == rhs.position; |
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409 | } |
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410 | |
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411 | bool operator!= (const LightInfo& rhs) const |
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412 | { |
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413 | return !(*this == rhs); |
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414 | } |
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415 | }; |
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416 | |
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417 | typedef std::vector<LightInfo> LightInfoList; |
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418 | |
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419 | LightList mLightsAffectingFrustum; |
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420 | LightInfoList mCachedLightInfos; |
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421 | LightInfoList mTestLightInfos; // potentially new list |
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422 | ulong mLightsDirtyCounter; |
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423 | |
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424 | typedef std::map<String, MovableObject*> MovableObjectMap; |
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425 | /// Simple structure to hold MovableObject map and a mutex to go with it. |
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426 | struct MovableObjectCollection |
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427 | { |
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428 | MovableObjectMap map; |
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429 | OGRE_MUTEX(mutex) |
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430 | }; |
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431 | typedef std::map<String, MovableObjectCollection*> MovableObjectCollectionMap; |
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432 | MovableObjectCollectionMap mMovableObjectCollectionMap; |
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433 | /** Gets the movable object collection for the given type name. |
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434 | @remarks |
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435 | This method create new collection if the collection does not exist. |
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436 | */ |
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437 | MovableObjectCollection* getMovableObjectCollection(const String& typeName); |
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438 | /** Gets the movable object collection for the given type name. |
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439 | @remarks |
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440 | This method throw exception if the collection does not exist. |
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441 | */ |
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442 | const MovableObjectCollection* getMovableObjectCollection(const String& typeName) const; |
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443 | /// Mutex over the collection of MovableObject types |
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444 | OGRE_MUTEX(mMovableObjectCollectionMapMutex) |
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445 | |
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446 | /** Internal method for initialising the render queue. |
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447 | @remarks |
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448 | Subclasses can use this to install their own RenderQueue implementation. |
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449 | */ |
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450 | virtual void initRenderQueue(void); |
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451 | /// A pass designed to let us render shadow colour on white for texture shadows |
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452 | Pass* mShadowCasterPlainBlackPass; |
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453 | /// A pass designed to let us render shadow receivers for texture shadows |
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454 | Pass* mShadowReceiverPass; |
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455 | /** Internal method for turning a regular pass into a shadow caster pass. |
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456 | @remarks |
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457 | This is only used for texture shadows, basically we're trying to |
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458 | ensure that objects are rendered solid black. |
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459 | This method will usually return the standard solid black pass for |
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460 | all fixed function passes, but will merge in a vertex program |
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461 | and fudge the AutpoParamDataSource to set black lighting for |
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462 | passes with vertex programs. |
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463 | */ |
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464 | const Pass* deriveShadowCasterPass(const Pass* pass); |
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465 | /** Internal method for turning a regular pass into a shadow receiver pass. |
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466 | @remarks |
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467 | This is only used for texture shadows, basically we're trying to |
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468 | ensure that objects are rendered with a projective texture. |
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469 | This method will usually return a standard single-texture pass for |
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470 | all fixed function passes, but will merge in a vertex program |
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471 | for passes with vertex programs. |
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472 | */ |
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473 | const Pass* deriveShadowReceiverPass(const Pass* pass); |
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474 | |
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475 | /** Internal method to validate whether a Pass should be allowed to render. |
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476 | @remarks |
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477 | Called just before a pass is about to be used for rendering a group to |
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478 | allow the SceneManager to omit it if required. A return value of false |
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479 | skips this pass. |
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480 | */ |
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481 | bool validatePassForRendering(const Pass* pass); |
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482 | |
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483 | /** Internal method to validate whether a Renderable should be allowed to render. |
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484 | @remarks |
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485 | Called just before a pass is about to be used for rendering a Renderable to |
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486 | allow the SceneManager to omit it if required. A return value of false |
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487 | skips it. |
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488 | */ |
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489 | bool validateRenderableForRendering(const Pass* pass, const Renderable* rend); |
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490 | |
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491 | enum BoxPlane |
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492 | { |
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493 | BP_FRONT = 0, |
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494 | BP_BACK = 1, |
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495 | BP_LEFT = 2, |
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496 | BP_RIGHT = 3, |
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497 | BP_UP = 4, |
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498 | BP_DOWN = 5 |
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499 | }; |
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500 | |
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501 | /* Internal utility method for creating the planes of a skybox. |
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502 | */ |
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503 | MeshPtr createSkyboxPlane( |
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504 | BoxPlane bp, |
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505 | Real distance, |
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506 | const Quaternion& orientation, |
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507 | const String& groupName); |
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508 | |
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509 | /* Internal utility method for creating the planes of a skydome. |
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510 | */ |
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511 | MeshPtr createSkydomePlane( |
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512 | BoxPlane bp, |
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513 | Real curvature, Real tiling, Real distance, |
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514 | const Quaternion& orientation, |
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515 | int xsegments, int ysegments, int ySegmentsToKeep, |
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516 | const String& groupName); |
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517 | |
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518 | // Flag indicating whether SceneNodes will be rendered as a set of 3 axes |
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519 | bool mDisplayNodes; |
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520 | |
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521 | /// Storage of animations, lookup by name |
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522 | typedef std::map<String, Animation*> AnimationList; |
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523 | AnimationList mAnimationsList; |
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524 | OGRE_MUTEX(mAnimationsListMutex) |
---|
525 | AnimationStateSet mAnimationStates; |
---|
526 | |
---|
527 | |
---|
528 | /** Internal method used by _renderSingleObject to deal with renderables |
---|
529 | which override the camera's own view / projection materices. */ |
---|
530 | void useRenderableViewProjMode(const Renderable* pRend); |
---|
531 | |
---|
532 | /** Internal method used by _renderSingleObject to deal with renderables |
---|
533 | which override the camera's own view / projection matrices. */ |
---|
534 | void resetViewProjMode(void); |
---|
535 | |
---|
536 | typedef std::vector<RenderQueueListener*> RenderQueueListenerList; |
---|
537 | RenderQueueListenerList mRenderQueueListeners; |
---|
538 | |
---|
539 | typedef std::vector<ShadowListener*> ShadowListenerList; |
---|
540 | ShadowListenerList mShadowListeners; |
---|
541 | /// Internal method for firing the queue start event, returns true if queue is to be skipped |
---|
542 | bool fireRenderQueueStarted(uint8 id, const String& invocation); |
---|
543 | /// Internal method for firing the queue end event, returns true if queue is to be repeated |
---|
544 | bool fireRenderQueueEnded(uint8 id, const String& invocation); |
---|
545 | |
---|
546 | /// Internal method for firing the texture shadows updated event |
---|
547 | void fireShadowTexturesUpdated(size_t numberOfShadowTextures); |
---|
548 | /// Internal method for firing the pre caster texture shadows event |
---|
549 | void fireShadowTexturesPreCaster(Light* light, Camera* camera); |
---|
550 | /// Internal method for firing the pre receiver texture shadows event |
---|
551 | void fireShadowTexturesPreReceiver(Light* light, Frustum* f); |
---|
552 | /** Internal method for setting the destination viewport for the next render. */ |
---|
553 | virtual void setViewport(Viewport *vp); |
---|
554 | |
---|
555 | /** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */ |
---|
556 | bool mShowBoundingBoxes; |
---|
557 | |
---|
558 | /** Internal method for rendering all objects using the default queue sequence. */ |
---|
559 | virtual void renderVisibleObjectsDefaultSequence(void); |
---|
560 | /** Internal method for rendering all objects using a custom queue sequence. */ |
---|
561 | virtual void renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* s); |
---|
562 | /** Internal method for preparing the render queue for use with each render. */ |
---|
563 | virtual void prepareRenderQueue(void); |
---|
564 | |
---|
565 | |
---|
566 | /** Internal utility method for rendering a single object. |
---|
567 | @remarks |
---|
568 | Assumes that the pass has already been set up. |
---|
569 | @param rend The renderable to issue to the pipeline |
---|
570 | @param pass The pass which is being used |
---|
571 | @param doLightIteration If true, this method will issue the renderable to |
---|
572 | the pipeline possibly multiple times, if the pass indicates it should be |
---|
573 | done once per light |
---|
574 | @param manualLightList Only applicable if doLightIteration is false, this |
---|
575 | method allows you to pass in a previously determined set of lights |
---|
576 | which will be used for a single render of this object. |
---|
577 | */ |
---|
578 | virtual void renderSingleObject(const Renderable* rend, const Pass* pass, |
---|
579 | bool doLightIteration, const LightList* manualLightList = 0); |
---|
580 | |
---|
581 | /// Utility class for calculating automatic parameters for gpu programs |
---|
582 | AutoParamDataSource mAutoParamDataSource; |
---|
583 | |
---|
584 | ShadowTechnique mShadowTechnique; |
---|
585 | bool mDebugShadows; |
---|
586 | ColourValue mShadowColour; |
---|
587 | Pass* mShadowDebugPass; |
---|
588 | Pass* mShadowStencilPass; |
---|
589 | Pass* mShadowModulativePass; |
---|
590 | bool mShadowMaterialInitDone; |
---|
591 | HardwareIndexBufferSharedPtr mShadowIndexBuffer; |
---|
592 | size_t mShadowIndexBufferSize; |
---|
593 | Rectangle2D* mFullScreenQuad; |
---|
594 | Real mShadowDirLightExtrudeDist; |
---|
595 | IlluminationRenderStage mIlluminationStage; |
---|
596 | ShadowTextureConfigList mShadowTextureConfigList; |
---|
597 | bool mShadowTextureConfigDirty; |
---|
598 | ShadowTextureList mShadowTextures; |
---|
599 | TexturePtr mNullShadowTexture; |
---|
600 | typedef std::vector<Camera*> ShadowTextureCameraList; |
---|
601 | ShadowTextureCameraList mShadowTextureCameras; |
---|
602 | Texture* mCurrentShadowTexture; |
---|
603 | bool mShadowUseInfiniteFarPlane; |
---|
604 | bool mShadowCasterRenderBackFaces; |
---|
605 | |
---|
606 | /// default shadow camera setup |
---|
607 | ShadowCameraSetupPtr mDefaultShadowCameraSetup; |
---|
608 | |
---|
609 | /** Default sorting routine which sorts lights which cast shadows |
---|
610 | to the front of a list, sub-sorting by distance. |
---|
611 | @remarks |
---|
612 | Since shadow textures are generated from lights based on the |
---|
613 | frustum rather than individual objects, a shadow and camera-wise sort is |
---|
614 | required to pick the best lights near the start of the list. Up to |
---|
615 | the number of shadow textures will be generated from this. |
---|
616 | */ |
---|
617 | struct lightsForShadowTextureLess |
---|
618 | { |
---|
619 | _OgreExport bool operator()(const Light* l1, const Light* l2) const; |
---|
620 | }; |
---|
621 | |
---|
622 | |
---|
623 | /** Internal method for locating a list of lights which could be affecting the frustum. |
---|
624 | @remarks |
---|
625 | Custom scene managers are encouraged to override this method to make use of their |
---|
626 | scene partitioning scheme to more efficiently locate lights, and to eliminate lights |
---|
627 | which may be occluded by word geometry. |
---|
628 | */ |
---|
629 | virtual void findLightsAffectingFrustum(const Camera* camera); |
---|
630 | /// Internal method for setting up materials for shadows |
---|
631 | virtual void initShadowVolumeMaterials(void); |
---|
632 | /// Internal method for creating shadow textures (texture-based shadows) |
---|
633 | virtual void ensureShadowTexturesCreated(); |
---|
634 | /// Internal method for destroying shadow textures (texture-based shadows) |
---|
635 | virtual void destroyShadowTextures(void); |
---|
636 | /// Internal method for preparing shadow textures ready for use in a regular render |
---|
637 | virtual void prepareShadowTextures(Camera* cam, Viewport* vp); |
---|
638 | |
---|
639 | /** Internal method for rendering all the objects for a given light into the |
---|
640 | stencil buffer. |
---|
641 | @param light The light source |
---|
642 | @param cam The camera being viewed from |
---|
643 | */ |
---|
644 | virtual void renderShadowVolumesToStencil(const Light* light, const Camera* cam); |
---|
645 | /** Internal utility method for setting stencil state for rendering shadow volumes. |
---|
646 | @param secondpass Is this the second pass? |
---|
647 | @param zfail Should we be using the zfail method? |
---|
648 | @param twosided Should we use a 2-sided stencil? |
---|
649 | */ |
---|
650 | virtual void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided); |
---|
651 | /** Render a set of shadow renderables. */ |
---|
652 | void renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables, |
---|
653 | Pass* pass, const LightList *manualLightList, unsigned long flags, |
---|
654 | bool secondpass, bool zfail, bool twosided); |
---|
655 | typedef std::vector<ShadowCaster*> ShadowCasterList; |
---|
656 | ShadowCasterList mShadowCasterList; |
---|
657 | SphereSceneQuery* mShadowCasterSphereQuery; |
---|
658 | AxisAlignedBoxSceneQuery* mShadowCasterAABBQuery; |
---|
659 | Real mShadowFarDist; |
---|
660 | Real mShadowFarDistSquared; |
---|
661 | Real mShadowTextureOffset; // proportion of texture offset in view direction e.g. 0.4 |
---|
662 | Real mShadowTextureFadeStart; // as a proportion e.g. 0.6 |
---|
663 | Real mShadowTextureFadeEnd; // as a proportion e.g. 0.9 |
---|
664 | bool mShadowTextureSelfShadow; |
---|
665 | Pass* mShadowTextureCustomCasterPass; |
---|
666 | Pass* mShadowTextureCustomReceiverPass; |
---|
667 | String mShadowTextureCustomCasterVertexProgram; |
---|
668 | String mShadowTextureCustomReceiverVertexProgram; |
---|
669 | String mShadowTextureCustomReceiverFragmentProgram; |
---|
670 | GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams; |
---|
671 | GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams; |
---|
672 | GpuProgramParametersSharedPtr mShadowTextureCustomReceiverFPParams; |
---|
673 | |
---|
674 | /// Visibility mask used to show / hide objects |
---|
675 | uint32 mVisibilityMask; |
---|
676 | bool mFindVisibleObjects; |
---|
677 | |
---|
678 | /// Suppress render state changes? |
---|
679 | bool mSuppressRenderStateChanges; |
---|
680 | /// Suppress shadows? |
---|
681 | bool mSuppressShadows; |
---|
682 | |
---|
683 | |
---|
684 | GpuProgramParametersSharedPtr mInfiniteExtrusionParams; |
---|
685 | GpuProgramParametersSharedPtr mFiniteExtrusionParams; |
---|
686 | |
---|
687 | /// Inner class to use as callback for shadow caster scene query |
---|
688 | class _OgreExport ShadowCasterSceneQueryListener : public SceneQueryListener |
---|
689 | { |
---|
690 | protected: |
---|
691 | SceneManager* mSceneMgr; |
---|
692 | ShadowCasterList* mCasterList; |
---|
693 | bool mIsLightInFrustum; |
---|
694 | const PlaneBoundedVolumeList* mLightClipVolumeList; |
---|
695 | const Camera* mCamera; |
---|
696 | const Light* mLight; |
---|
697 | Real mFarDistSquared; |
---|
698 | public: |
---|
699 | ShadowCasterSceneQueryListener(SceneManager* sm) : mSceneMgr(sm), |
---|
700 | mCasterList(0), mIsLightInFrustum(false), mLightClipVolumeList(0), |
---|
701 | mCamera(0) {} |
---|
702 | // Prepare the listener for use with a set of parameters |
---|
703 | void prepare(bool lightInFrustum, |
---|
704 | const PlaneBoundedVolumeList* lightClipVolumes, |
---|
705 | const Light* light, const Camera* cam, ShadowCasterList* casterList, |
---|
706 | Real farDistSquared) |
---|
707 | { |
---|
708 | mCasterList = casterList; |
---|
709 | mIsLightInFrustum = lightInFrustum; |
---|
710 | mLightClipVolumeList = lightClipVolumes; |
---|
711 | mCamera = cam; |
---|
712 | mLight = light; |
---|
713 | mFarDistSquared = farDistSquared; |
---|
714 | } |
---|
715 | bool queryResult(MovableObject* object); |
---|
716 | bool queryResult(SceneQuery::WorldFragment* fragment); |
---|
717 | }; |
---|
718 | |
---|
719 | ShadowCasterSceneQueryListener* mShadowCasterQueryListener; |
---|
720 | |
---|
721 | /** Internal method for locating a list of shadow casters which |
---|
722 | could be affecting the frustum for a given light. |
---|
723 | @remarks |
---|
724 | Custom scene managers are encouraged to override this method to add optimisations, |
---|
725 | and to add their own custom shadow casters (perhaps for world geometry) |
---|
726 | */ |
---|
727 | virtual const ShadowCasterList& findShadowCastersForLight(const Light* light, |
---|
728 | const Camera* camera); |
---|
729 | /** Render a group in the ordinary way */ |
---|
730 | virtual void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup, |
---|
731 | QueuedRenderableCollection::OrganisationMode om); |
---|
732 | /** Render a group with the added complexity of additive stencil shadows. */ |
---|
733 | virtual void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group, |
---|
734 | QueuedRenderableCollection::OrganisationMode om); |
---|
735 | /** Render a group with the added complexity of modulative stencil shadows. */ |
---|
736 | virtual void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group, |
---|
737 | QueuedRenderableCollection::OrganisationMode om); |
---|
738 | /** Render a group rendering only shadow casters. */ |
---|
739 | virtual void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group, |
---|
740 | QueuedRenderableCollection::OrganisationMode om); |
---|
741 | /** Render a group rendering only shadow receivers. */ |
---|
742 | virtual void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group, |
---|
743 | QueuedRenderableCollection::OrganisationMode om); |
---|
744 | /** Render a group with the added complexity of modulative texture shadows. */ |
---|
745 | virtual void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group, |
---|
746 | QueuedRenderableCollection::OrganisationMode om); |
---|
747 | |
---|
748 | /** Render a group with additive texture shadows. */ |
---|
749 | virtual void renderAdditiveTextureShadowedQueueGroupObjects(RenderQueueGroup* group, |
---|
750 | QueuedRenderableCollection::OrganisationMode om); |
---|
751 | /** Render a set of objects, see renderSingleObject for param definitions */ |
---|
752 | virtual void renderObjects(const QueuedRenderableCollection& objs, |
---|
753 | QueuedRenderableCollection::OrganisationMode om, |
---|
754 | bool doLightIteration, const LightList* manualLightList = 0); |
---|
755 | /** Render those objects in the transparent pass list which have shadow casting forced on |
---|
756 | @remarks |
---|
757 | This function is intended to be used to render the shadows of transparent objects which have |
---|
758 | transparency_casts_shadows set to 'on' in their material |
---|
759 | */ |
---|
760 | virtual void renderTransparentShadowCasterObjects(const QueuedRenderableCollection& objs, |
---|
761 | QueuedRenderableCollection::OrganisationMode om, |
---|
762 | bool doLightIteration, const LightList* manualLightList = 0); |
---|
763 | |
---|
764 | /** Update the state of the global render queue splitting based on a shadow |
---|
765 | option change. */ |
---|
766 | virtual void updateRenderQueueSplitOptions(void); |
---|
767 | /** Update the state of the render queue group splitting based on a shadow |
---|
768 | option change. */ |
---|
769 | virtual void updateRenderQueueGroupSplitOptions(RenderQueueGroup* group, |
---|
770 | bool suppressShadows, bool suppressRenderState); |
---|
771 | |
---|
772 | /** Inner helper class to implement the visitor pattern for rendering objects |
---|
773 | in a queue. |
---|
774 | */ |
---|
775 | class _OgreExport SceneMgrQueuedRenderableVisitor : public QueuedRenderableVisitor |
---|
776 | { |
---|
777 | protected: |
---|
778 | /// Pass that was actually used at the grouping level |
---|
779 | const Pass* mUsedPass; |
---|
780 | public: |
---|
781 | SceneMgrQueuedRenderableVisitor() |
---|
782 | :transparentShadowCastersMode(false) {} |
---|
783 | ~SceneMgrQueuedRenderableVisitor() {} |
---|
784 | void visit(const Renderable* r); |
---|
785 | bool visit(const Pass* p); |
---|
786 | void visit(const RenderablePass* rp); |
---|
787 | |
---|
788 | /// Target SM to send renderables to |
---|
789 | SceneManager* targetSceneMgr; |
---|
790 | /// Are we in transparent shadow caster mode? |
---|
791 | bool transparentShadowCastersMode; |
---|
792 | /// Automatic light handling? |
---|
793 | bool autoLights; |
---|
794 | /// Manual light list |
---|
795 | const LightList* manualLightList; |
---|
796 | |
---|
797 | }; |
---|
798 | /// Allow visitor helper to access protected methods |
---|
799 | friend class SceneMgrQueuedRenderableVisitor; |
---|
800 | /// The active renderable visitor class - subclasses could override this |
---|
801 | SceneMgrQueuedRenderableVisitor* mActiveQueuedRenderableVisitor; |
---|
802 | /// Storage for default renderable visitor |
---|
803 | SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor; |
---|
804 | |
---|
805 | public: |
---|
806 | /** Constructor. |
---|
807 | */ |
---|
808 | SceneManager(const String& instanceName); |
---|
809 | |
---|
810 | /** Default destructor. |
---|
811 | */ |
---|
812 | virtual ~SceneManager(); |
---|
813 | |
---|
814 | |
---|
815 | /** Mutex to protect the scene graph from simultaneous access from |
---|
816 | multiple threads. |
---|
817 | @remarks |
---|
818 | If you are updating the scene in a separate thread from the rendering |
---|
819 | thread, then you should lock this mutex before making any changes to |
---|
820 | the scene graph - that means creating, modifying or deleting a |
---|
821 | scene node, or attaching / detaching objects. It is <b>your</b> |
---|
822 | responsibility to take out this lock, the detail methods on the nodes |
---|
823 | will not do it for you (for the reasons discussed below). |
---|
824 | @par |
---|
825 | Note that locking this mutex will prevent the scene being rendered until |
---|
826 | it is unlocked again. Therefore you should do this sparingly. Try |
---|
827 | to create any objects you need separately and fully prepare them |
---|
828 | before doing all your scene graph work in one go, thus keeping this |
---|
829 | lock for the shortest time possible. |
---|
830 | @note |
---|
831 | A single global lock is used rather than a per-node lock since |
---|
832 | it keeps the number of locks required during rendering down to a |
---|
833 | minimum. Obtaining a lock, even if there is no contention, is not free |
---|
834 | so for performance it is good to do it as little as possible. |
---|
835 | Since modifying the scene in a separate thread is a fairly |
---|
836 | rare occurrence (relative to rendering), it is better to keep the |
---|
837 | locking required during rendering lower than to make update locks |
---|
838 | more granular. |
---|
839 | */ |
---|
840 | OGRE_MUTEX(sceneGraphMutex) |
---|
841 | |
---|
842 | /** Return the instance name of this SceneManager. */ |
---|
843 | const String& getName(void) const { return mName; } |
---|
844 | |
---|
845 | /** Retrieve the type name of this scene manager. |
---|
846 | @remarks |
---|
847 | This method has to be implemented by subclasses. It should |
---|
848 | return the type name of this SceneManager which agrees with |
---|
849 | the type name of the SceneManagerFactory which created it. |
---|
850 | */ |
---|
851 | virtual const String& getTypeName(void) const = 0; |
---|
852 | |
---|
853 | /** Creates a camera to be managed by this scene manager. |
---|
854 | @remarks |
---|
855 | This camera must be added to the scene at a later time using |
---|
856 | the attachObject method of the SceneNode class. |
---|
857 | @param |
---|
858 | name Name to give the new camera. |
---|
859 | */ |
---|
860 | virtual Camera* createCamera(const String& name); |
---|
861 | |
---|
862 | /** Retrieves a pointer to the named camera. |
---|
863 | @note Throws an exception if the named instance does not exist |
---|
864 | */ |
---|
865 | virtual Camera* getCamera(const String& name) const; |
---|
866 | |
---|
867 | /** Returns whether a camera with the given name exists. |
---|
868 | */ |
---|
869 | virtual bool hasCamera(const String& name) const; |
---|
870 | |
---|
871 | /** Removes a camera from the scene. |
---|
872 | @remarks |
---|
873 | This method removes a previously added camera from the scene. |
---|
874 | The camera is deleted so the caller must ensure no references |
---|
875 | to it's previous instance (e.g. in a SceneNode) are used. |
---|
876 | @param |
---|
877 | cam Pointer to the camera to remove |
---|
878 | */ |
---|
879 | virtual void destroyCamera(Camera *cam); |
---|
880 | |
---|
881 | /** Removes a camera from the scene. |
---|
882 | @remarks |
---|
883 | This method removes an camera from the scene based on the |
---|
884 | camera's name rather than a pointer. |
---|
885 | */ |
---|
886 | virtual void destroyCamera(const String& name); |
---|
887 | |
---|
888 | /** Removes (and destroys) all cameras from the scene. |
---|
889 | @remarks |
---|
890 | Some cameras are internal created to dealing with texture shadow, |
---|
891 | their aren't supposed to destroy outside. So, while you are using |
---|
892 | texture shadow, don't call this method, or you can set the shadow |
---|
893 | technique other than texture-based, which will destroy all internal |
---|
894 | created shadow cameras and textures. |
---|
895 | */ |
---|
896 | virtual void destroyAllCameras(void); |
---|
897 | |
---|
898 | /** Creates a light for use in the scene. |
---|
899 | @remarks |
---|
900 | Lights can either be in a fixed position and independent of the |
---|
901 | scene graph, or they can be attached to SceneNodes so they derive |
---|
902 | their position from the parent node. Either way, they are created |
---|
903 | using this method so that the SceneManager manages their |
---|
904 | existence. |
---|
905 | @param |
---|
906 | name The name of the new light, to identify it later. |
---|
907 | */ |
---|
908 | virtual Light* createLight(const String& name); |
---|
909 | |
---|
910 | /** Returns a pointer to the named Light which has previously been added to the scene. |
---|
911 | @note Throws an exception if the named instance does not exist |
---|
912 | */ |
---|
913 | virtual Light* getLight(const String& name) const; |
---|
914 | |
---|
915 | /** Returns whether a light with the given name exists. |
---|
916 | */ |
---|
917 | virtual bool hasLight(const String& name) const; |
---|
918 | |
---|
919 | /** Removes the named light from the scene and destroys it. |
---|
920 | @remarks |
---|
921 | Any pointers held to this light after calling this method will be invalid. |
---|
922 | */ |
---|
923 | virtual void destroyLight(const String& name); |
---|
924 | |
---|
925 | /** Removes the light from the scene and destroys it based on a pointer. |
---|
926 | @remarks |
---|
927 | Any pointers held to this light after calling this method will be invalid. |
---|
928 | */ |
---|
929 | virtual void destroyLight(Light* light); |
---|
930 | /** Removes and destroys all lights in the scene. |
---|
931 | */ |
---|
932 | virtual void destroyAllLights(void); |
---|
933 | |
---|
934 | /** Advance method to increase the lights dirty counter due lights changed. |
---|
935 | @remarks |
---|
936 | Scene manager tracking lights that affecting the frustum, if changes |
---|
937 | detected (the changes includes light list itself and the light's position |
---|
938 | and attenuation range), then increase the lights dirty counter. |
---|
939 | @par |
---|
940 | For some reason, you can call this method to force whole scene objects |
---|
941 | re-populate their light list. But near in mind, call to this method |
---|
942 | will harm performance, so should avoid if possible. |
---|
943 | */ |
---|
944 | virtual void _notifyLightsDirty(void); |
---|
945 | |
---|
946 | /** Advance method to gets the lights dirty counter. |
---|
947 | @remarks |
---|
948 | Scene manager tracking lights that affecting the frustum, if changes |
---|
949 | detected (the changes includes light list itself and the light's position |
---|
950 | and attenuation range), then increase the lights dirty counter. |
---|
951 | @par |
---|
952 | When implementing customise lights finding algorithm relied on either |
---|
953 | SceneManager::_getLightsAffectingFrustum or SceneManager::_populateLightList, |
---|
954 | might check this value for sure that the light list are really need to |
---|
955 | re-populate, otherwise, returns cached light list (if exists) for better |
---|
956 | performance. |
---|
957 | */ |
---|
958 | ulong _getLightsDirtyCounter(void) const { return mLightsDirtyCounter; } |
---|
959 | |
---|
960 | /** Get the list of lights which could be affecting the frustum. |
---|
961 | @remarks |
---|
962 | Note that default implementation of this method returns a cached light list, |
---|
963 | which is populated when rendering the scene. So by default the list of lights |
---|
964 | is only available during scene rendering. |
---|
965 | */ |
---|
966 | virtual const LightList& _getLightsAffectingFrustum(void) const; |
---|
967 | |
---|
968 | /** Populate a light list with an ordered set of the lights which are closest |
---|
969 | to the position specified. |
---|
970 | @remarks |
---|
971 | Note that since directional lights have no position, they are always considered |
---|
972 | closer than any point lights and as such will always take precedence. |
---|
973 | @par |
---|
974 | Subclasses of the default SceneManager may wish to take into account other issues |
---|
975 | such as possible visibility of the light if that information is included in their |
---|
976 | data structures. This basic scenemanager simply orders by distance, eliminating |
---|
977 | those lights which are out of range or could not be affecting the frustum (i.e. |
---|
978 | only the lights returned by SceneManager::_getLightsAffectingFrustum are take into |
---|
979 | account). |
---|
980 | @par |
---|
981 | The number of items in the list max exceed the maximum number of lights supported |
---|
982 | by the renderer, but the extraneous ones will never be used. In fact the limit will |
---|
983 | be imposed by Pass::getMaxSimultaneousLights. |
---|
984 | @param position The position at which to evaluate the list of lights |
---|
985 | @param radius The bounding radius to test |
---|
986 | @param destList List to be populated with ordered set of lights; will be cleared by |
---|
987 | this method before population. |
---|
988 | */ |
---|
989 | virtual void _populateLightList(const Vector3& position, Real radius, LightList& destList); |
---|
990 | |
---|
991 | |
---|
992 | /** Creates an instance of a SceneNode. |
---|
993 | @remarks |
---|
994 | Note that this does not add the SceneNode to the scene hierarchy. |
---|
995 | This method is for convenience, since it allows an instance to |
---|
996 | be created for which the SceneManager is responsible for |
---|
997 | allocating and releasing memory, which is convenient in complex |
---|
998 | scenes. |
---|
999 | @par |
---|
1000 | To include the returned SceneNode in the scene, use the addChild |
---|
1001 | method of the SceneNode which is to be it's parent. |
---|
1002 | @par |
---|
1003 | Note that this method takes no parameters, and the node created is unnamed (it is |
---|
1004 | actually given a generated name, which you can retrieve if you want). |
---|
1005 | If you wish to create a node with a specific name, call the alternative method |
---|
1006 | which takes a name parameter. |
---|
1007 | */ |
---|
1008 | virtual SceneNode* createSceneNode(void); |
---|
1009 | |
---|
1010 | /** Creates an instance of a SceneNode with a given name. |
---|
1011 | @remarks |
---|
1012 | Note that this does not add the SceneNode to the scene hierarchy. |
---|
1013 | This method is for convenience, since it allows an instance to |
---|
1014 | be created for which the SceneManager is responsible for |
---|
1015 | allocating and releasing memory, which is convenient in complex |
---|
1016 | scenes. |
---|
1017 | @par |
---|
1018 | To include the returned SceneNode in the scene, use the addChild |
---|
1019 | method of the SceneNode which is to be it's parent. |
---|
1020 | @par |
---|
1021 | Note that this method takes a name parameter, which makes the node easier to |
---|
1022 | retrieve directly again later. |
---|
1023 | */ |
---|
1024 | virtual SceneNode* createSceneNode(const String& name); |
---|
1025 | |
---|
1026 | /** Destroys a SceneNode with a given name. |
---|
1027 | @remarks |
---|
1028 | This allows you to physically delete an individual SceneNode if you want to. |
---|
1029 | Note that this is not normally recommended, it's better to allow SceneManager |
---|
1030 | to delete the nodes when the scene is cleared. |
---|
1031 | */ |
---|
1032 | virtual void destroySceneNode(const String& name); |
---|
1033 | |
---|
1034 | /** Gets the SceneNode at the root of the scene hierarchy. |
---|
1035 | @remarks |
---|
1036 | The entire scene is held as a hierarchy of nodes, which |
---|
1037 | allows things like relative transforms, general changes in |
---|
1038 | rendering state etc (See the SceneNode class for more info). |
---|
1039 | In this basic SceneManager class, the application using |
---|
1040 | Ogre is free to structure this hierarchy however it likes, |
---|
1041 | since it has no real significance apart from making transforms |
---|
1042 | relative to each node (more specialised subclasses will |
---|
1043 | provide utility methods for building specific node structures |
---|
1044 | e.g. loading a BSP tree). |
---|
1045 | @par |
---|
1046 | However, in all cases there is only ever one root node of |
---|
1047 | the hierarchy, and this method returns a pointer to it. |
---|
1048 | */ |
---|
1049 | virtual SceneNode* getRootSceneNode(void) const; |
---|
1050 | |
---|
1051 | /** Retrieves a named SceneNode from the scene graph. |
---|
1052 | @remarks |
---|
1053 | If you chose to name a SceneNode as you created it, or if you |
---|
1054 | happened to make a note of the generated name, you can look it |
---|
1055 | up wherever it is in the scene graph using this method. |
---|
1056 | @note Throws an exception if the named instance does not exist |
---|
1057 | */ |
---|
1058 | virtual SceneNode* getSceneNode(const String& name) const; |
---|
1059 | |
---|
1060 | /** Returns whether a scene node with the given name exists. |
---|
1061 | */ |
---|
1062 | virtual bool hasSceneNode(const String& name) const; |
---|
1063 | |
---|
1064 | |
---|
1065 | /** Create an Entity (instance of a discrete mesh). |
---|
1066 | @param |
---|
1067 | entityName The name to be given to the entity (must be unique). |
---|
1068 | @param |
---|
1069 | meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The |
---|
1070 | mesh will be loaded if it is not already. |
---|
1071 | */ |
---|
1072 | virtual Entity* createEntity(const String& entityName, const String& meshName); |
---|
1073 | |
---|
1074 | /** Prefab shapes available without loading a model. |
---|
1075 | @note |
---|
1076 | Minimal implementation at present. |
---|
1077 | @todo |
---|
1078 | Add more prefabs (teapots, teapots!!!) |
---|
1079 | */ |
---|
1080 | enum PrefabType { |
---|
1081 | PT_PLANE, |
---|
1082 | PT_CUBE, |
---|
1083 | PT_SPHERE |
---|
1084 | }; |
---|
1085 | |
---|
1086 | /** Create an Entity (instance of a discrete mesh) from a range of prefab shapes. |
---|
1087 | @param |
---|
1088 | entityName The name to be given to the entity (must be unique). |
---|
1089 | @param |
---|
1090 | ptype The prefab type. |
---|
1091 | */ |
---|
1092 | virtual Entity* createEntity(const String& entityName, PrefabType ptype); |
---|
1093 | /** Retrieves a pointer to the named Entity. |
---|
1094 | @note Throws an exception if the named instance does not exist |
---|
1095 | */ |
---|
1096 | virtual Entity* getEntity(const String& name) const; |
---|
1097 | /** Returns whether an entity with the given name exists. |
---|
1098 | */ |
---|
1099 | virtual bool hasEntity(const String& name) const; |
---|
1100 | |
---|
1101 | /** Removes & destroys an Entity from the SceneManager. |
---|
1102 | @warning |
---|
1103 | Must only be done if the Entity is not attached |
---|
1104 | to a SceneNode. It may be safer to wait to clear the whole |
---|
1105 | scene if you are unsure use clearScene. |
---|
1106 | @see |
---|
1107 | SceneManager::clearScene |
---|
1108 | */ |
---|
1109 | virtual void destroyEntity(Entity* ent); |
---|
1110 | |
---|
1111 | /** Removes & destroys an Entity from the SceneManager by name. |
---|
1112 | @warning |
---|
1113 | Must only be done if the Entity is not attached |
---|
1114 | to a SceneNode. It may be safer to wait to clear the whole |
---|
1115 | scene if you are unsure use clearScene. |
---|
1116 | @see |
---|
1117 | SceneManager::clearScene |
---|
1118 | */ |
---|
1119 | virtual void destroyEntity(const String& name); |
---|
1120 | |
---|
1121 | /** Removes & destroys all Entities. |
---|
1122 | @warning |
---|
1123 | Again, use caution since no Entity must be referred to |
---|
1124 | elsewhere e.g. attached to a SceneNode otherwise a crash |
---|
1125 | is likely. Use clearScene if you are unsure (it clears SceneNode |
---|
1126 | entries too.) |
---|
1127 | @see |
---|
1128 | SceneManager::clearScene |
---|
1129 | */ |
---|
1130 | virtual void destroyAllEntities(void); |
---|
1131 | |
---|
1132 | /** Create a ManualObject, an object which you populate with geometry |
---|
1133 | manually through a GL immediate-mode style interface. |
---|
1134 | @param |
---|
1135 | name The name to be given to the object (must be unique). |
---|
1136 | */ |
---|
1137 | virtual ManualObject* createManualObject(const String& name); |
---|
1138 | /** Retrieves a pointer to the named ManualObject. |
---|
1139 | @note Throws an exception if the named instance does not exist |
---|
1140 | */ |
---|
1141 | virtual ManualObject* getManualObject(const String& name) const; |
---|
1142 | /** Returns whether a manual object with the given name exists. |
---|
1143 | */ |
---|
1144 | virtual bool hasManualObject(const String& name) const; |
---|
1145 | |
---|
1146 | /** Removes & destroys a ManualObject from the SceneManager. |
---|
1147 | */ |
---|
1148 | virtual void destroyManualObject(ManualObject* obj); |
---|
1149 | /** Removes & destroys a ManualObject from the SceneManager. |
---|
1150 | */ |
---|
1151 | virtual void destroyManualObject(const String& name); |
---|
1152 | /** Removes & destroys all ManualObjects from the SceneManager. |
---|
1153 | */ |
---|
1154 | virtual void destroyAllManualObjects(void); |
---|
1155 | /** Create a BillboardChain, an object which you can use to render |
---|
1156 | a linked chain of billboards. |
---|
1157 | @param |
---|
1158 | name The name to be given to the object (must be unique). |
---|
1159 | */ |
---|
1160 | virtual BillboardChain* createBillboardChain(const String& name); |
---|
1161 | /** Retrieves a pointer to the named BillboardChain. |
---|
1162 | @note Throws an exception if the named instance does not exist |
---|
1163 | */ |
---|
1164 | virtual BillboardChain* getBillboardChain(const String& name) const; |
---|
1165 | /** Returns whether a billboard chain with the given name exists. |
---|
1166 | */ |
---|
1167 | virtual bool hasBillboardChain(const String& name) const; |
---|
1168 | |
---|
1169 | /** Removes & destroys a BillboardChain from the SceneManager. |
---|
1170 | */ |
---|
1171 | virtual void destroyBillboardChain(BillboardChain* obj); |
---|
1172 | /** Removes & destroys a BillboardChain from the SceneManager. |
---|
1173 | */ |
---|
1174 | virtual void destroyBillboardChain(const String& name); |
---|
1175 | /** Removes & destroys all BillboardChains from the SceneManager. |
---|
1176 | */ |
---|
1177 | virtual void destroyAllBillboardChains(void); |
---|
1178 | /** Create a RibbonTrail, an object which you can use to render |
---|
1179 | a linked chain of billboards which follows one or more nodes. |
---|
1180 | @param |
---|
1181 | name The name to be given to the object (must be unique). |
---|
1182 | */ |
---|
1183 | virtual RibbonTrail* createRibbonTrail(const String& name); |
---|
1184 | /** Retrieves a pointer to the named RibbonTrail. |
---|
1185 | @note Throws an exception if the named instance does not exist |
---|
1186 | */ |
---|
1187 | virtual RibbonTrail* getRibbonTrail(const String& name) const; |
---|
1188 | /** Returns whether a ribbon trail with the given name exists. |
---|
1189 | */ |
---|
1190 | virtual bool hasRibbonTrail(const String& name) const; |
---|
1191 | |
---|
1192 | /** Removes & destroys a RibbonTrail from the SceneManager. |
---|
1193 | */ |
---|
1194 | virtual void destroyRibbonTrail(RibbonTrail* obj); |
---|
1195 | /** Removes & destroys a RibbonTrail from the SceneManager. |
---|
1196 | */ |
---|
1197 | virtual void destroyRibbonTrail(const String& name); |
---|
1198 | /** Removes & destroys all RibbonTrails from the SceneManager. |
---|
1199 | */ |
---|
1200 | virtual void destroyAllRibbonTrails(void); |
---|
1201 | |
---|
1202 | /** Creates a particle system based on a template. |
---|
1203 | @remarks |
---|
1204 | This method creates a new ParticleSystem instance based on the named template |
---|
1205 | (defined through ParticleSystemManager::createTemplate) and returns a |
---|
1206 | pointer to the caller. The caller should not delete this object, it will be freed at system shutdown, |
---|
1207 | or can be released earlier using the destroyParticleSystem method. |
---|
1208 | @par |
---|
1209 | Each system created from a template takes the template's settings at the time of creation, |
---|
1210 | but is completely separate from the template from there on. |
---|
1211 | @par |
---|
1212 | Creating a particle system does not make it a part of the scene. As with other MovableObject |
---|
1213 | subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. |
---|
1214 | @par |
---|
1215 | This is probably the more useful particle system creation method since it does not require manual |
---|
1216 | setup of the system. Note that the initial quota is based on the template but may be changed later. |
---|
1217 | @param |
---|
1218 | name The name to give the new particle system instance. |
---|
1219 | @param |
---|
1220 | templateName The name of the template to base the new instance on. |
---|
1221 | */ |
---|
1222 | virtual ParticleSystem* createParticleSystem(const String& name, |
---|
1223 | const String& templateName); |
---|
1224 | /** Create a blank particle system. |
---|
1225 | @remarks |
---|
1226 | This method creates a new, blank ParticleSystem instance and returns a pointer to it. |
---|
1227 | The caller should not delete this object, it will be freed at system shutdown, or can |
---|
1228 | be released earlier using the destroyParticleSystem method. |
---|
1229 | @par |
---|
1230 | The instance returned from this method won't actually do anything because on creation a |
---|
1231 | particle system has no emitters. The caller should manipulate the instance through it's |
---|
1232 | ParticleSystem methods to actually create a real particle effect. |
---|
1233 | @par |
---|
1234 | Creating a particle system does not make it a part of the scene. As with other MovableObject |
---|
1235 | subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. |
---|
1236 | @param |
---|
1237 | name The name to give the ParticleSystem. |
---|
1238 | @param |
---|
1239 | quota The maximum number of particles to allow in this system. |
---|
1240 | @param |
---|
1241 | resourceGroup The resource group which will be used to load dependent resources |
---|
1242 | */ |
---|
1243 | virtual ParticleSystem* createParticleSystem(const String& name, |
---|
1244 | size_t quota = 500, |
---|
1245 | const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
---|
1246 | /** Retrieves a pointer to the named ParticleSystem. |
---|
1247 | @note Throws an exception if the named instance does not exist |
---|
1248 | */ |
---|
1249 | virtual ParticleSystem* getParticleSystem(const String& name) const; |
---|
1250 | /** Returns whether a particle system with the given name exists. |
---|
1251 | */ |
---|
1252 | virtual bool hasParticleSystem(const String& name) const; |
---|
1253 | |
---|
1254 | /** Removes & destroys a ParticleSystem from the SceneManager. |
---|
1255 | */ |
---|
1256 | virtual void destroyParticleSystem(ParticleSystem* obj); |
---|
1257 | /** Removes & destroys a ParticleSystem from the SceneManager. |
---|
1258 | */ |
---|
1259 | virtual void destroyParticleSystem(const String& name); |
---|
1260 | /** Removes & destroys all ParticleSystems from the SceneManager. |
---|
1261 | */ |
---|
1262 | virtual void destroyAllParticleSystems(void); |
---|
1263 | |
---|
1264 | /** Empties the entire scene, inluding all SceneNodes, Entities, Lights, |
---|
1265 | BillboardSets etc. Cameras are not deleted at this stage since |
---|
1266 | they are still referenced by viewports, which are not destroyed during |
---|
1267 | this process. |
---|
1268 | */ |
---|
1269 | virtual void clearScene(void); |
---|
1270 | |
---|
1271 | /** Sets the ambient light level to be used for the scene. |
---|
1272 | @remarks |
---|
1273 | This sets the colour and intensity of the ambient light in the scene, i.e. the |
---|
1274 | light which is 'sourceless' and illuminates all objects equally. |
---|
1275 | The colour of an object is affected by a combination of the light in the scene, |
---|
1276 | and the amount of light that object reflects (in this case based on the Material::ambient |
---|
1277 | property). |
---|
1278 | @remarks |
---|
1279 | By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This |
---|
1280 | means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled) |
---|
1281 | will not be visible unless you have some dynamic lights in your scene. |
---|
1282 | */ |
---|
1283 | void setAmbientLight(const ColourValue& colour); |
---|
1284 | |
---|
1285 | /** Returns the ambient light level to be used for the scene. |
---|
1286 | */ |
---|
1287 | const ColourValue& getAmbientLight(void) const; |
---|
1288 | |
---|
1289 | /** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry |
---|
1290 | making up the world e.g. rooms, landscape etc. |
---|
1291 | @remarks |
---|
1292 | Depending on the type of SceneManager (subclasses will be specialised |
---|
1293 | for particular world geometry types) you have requested via the Root or |
---|
1294 | SceneManagerEnumerator classes, you can pass a filename to this method and it |
---|
1295 | will attempt to load the world-level geometry for use. If you try to load |
---|
1296 | an inappropriate type of world data an exception will be thrown. The default |
---|
1297 | SceneManager cannot handle any sort of world geometry and so will always |
---|
1298 | throw an exception. However subclasses like BspSceneManager can load |
---|
1299 | particular types of world geometry e.g. "q3dm1.bsp". |
---|
1300 | */ |
---|
1301 | virtual void setWorldGeometry(const String& filename); |
---|
1302 | |
---|
1303 | /** Sets the source of the 'world' geometry, i.e. the large, mainly |
---|
1304 | static geometry making up the world e.g. rooms, landscape etc. |
---|
1305 | @remarks |
---|
1306 | Depending on the type of SceneManager (subclasses will be |
---|
1307 | specialised for particular world geometry types) you have |
---|
1308 | requested via the Root or SceneManagerEnumerator classes, you |
---|
1309 | can pass a stream to this method and it will attempt to load |
---|
1310 | the world-level geometry for use. If the manager can only |
---|
1311 | handle one input format the typeName parameter is not required. |
---|
1312 | The stream passed will be read (and it's state updated). |
---|
1313 | @param stream Data stream containing data to load |
---|
1314 | @param typeName String identifying the type of world geometry |
---|
1315 | contained in the stream - not required if this manager only |
---|
1316 | supports one type of world geometry. |
---|
1317 | */ |
---|
1318 | virtual void setWorldGeometry(DataStreamPtr& stream, |
---|
1319 | const String& typeName = StringUtil::BLANK); |
---|
1320 | |
---|
1321 | /** Estimate the number of loading stages required to load the named |
---|
1322 | world geometry. |
---|
1323 | @remarks |
---|
1324 | This method should be overridden by SceneManagers that provide |
---|
1325 | custom world geometry that can take some time to load. They should |
---|
1326 | return from this method a count of the number of stages of progress |
---|
1327 | they can report on whilst loading. During real loading (setWorldGeomtry), |
---|
1328 | they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly |
---|
1329 | that number of times when loading the geometry for real. |
---|
1330 | @note |
---|
1331 | The default is to return 0, ie to not report progress. |
---|
1332 | */ |
---|
1333 | virtual size_t estimateWorldGeometry(const String& filename) { return 0; } |
---|
1334 | |
---|
1335 | /** Estimate the number of loading stages required to load the named |
---|
1336 | world geometry. |
---|
1337 | @remarks |
---|
1338 | Operates just like the version of this method which takes a |
---|
1339 | filename, but operates on a stream instead. Note that since the |
---|
1340 | stream is updated, you'll need to reset the stream or reopen it |
---|
1341 | when it comes to loading it for real. |
---|
1342 | @param stream Data stream containing data to load |
---|
1343 | @param typeName String identifying the type of world geometry |
---|
1344 | contained in the stream - not required if this manager only |
---|
1345 | supports one type of world geometry. |
---|
1346 | */ |
---|
1347 | virtual size_t estimateWorldGeometry(DataStreamPtr& stream, |
---|
1348 | const String& typeName = StringUtil::BLANK) { return 0; } |
---|
1349 | /** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed. |
---|
1350 | @remarks |
---|
1351 | Typically this method returns the origin unless a) world geometry has been loaded using |
---|
1352 | SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points. |
---|
1353 | If there is more than one viewpoint which the scene manager can suggest, it will always suggest |
---|
1354 | the first one unless the random parameter is true. |
---|
1355 | @param |
---|
1356 | random If true, and there is more than one possible suggestion, a random one will be used. If false |
---|
1357 | the same one will always be suggested. |
---|
1358 | @return |
---|
1359 | On success, true is returned. |
---|
1360 | @par |
---|
1361 | On failiure, false is returned. |
---|
1362 | */ |
---|
1363 | virtual ViewPoint getSuggestedViewpoint(bool random = false); |
---|
1364 | |
---|
1365 | /** Method for setting a specific option of the Scene Manager. These options are usually |
---|
1366 | specific for a certain implemntation of the Scene Manager class, and may (and probably |
---|
1367 | will) not exist across different implementations. |
---|
1368 | @param |
---|
1369 | strKey The name of the option to set |
---|
1370 | @param |
---|
1371 | pValue A pointer to the value - the size should be calculated by the scene manager |
---|
1372 | based on the key |
---|
1373 | @return |
---|
1374 | On success, true is returned. |
---|
1375 | @par |
---|
1376 | On failiure, false is returned. |
---|
1377 | */ |
---|
1378 | virtual bool setOption( const String& strKey, const void* pValue ) { return false; } |
---|
1379 | |
---|
1380 | /** Method for getting the value of an implementation-specific Scene Manager option. |
---|
1381 | @param |
---|
1382 | strKey The name of the option |
---|
1383 | @param |
---|
1384 | pDestValue A pointer to a memory location where the value will |
---|
1385 | be copied. Currently, the memory will be allocated by the |
---|
1386 | scene manager, but this may change |
---|
1387 | @return |
---|
1388 | On success, true is returned and pDestValue points to the value of the given |
---|
1389 | option. |
---|
1390 | @par |
---|
1391 | On failiure, false is returned and pDestValue is set to NULL. |
---|
1392 | */ |
---|
1393 | virtual bool getOption( const String& strKey, void* pDestValue ) { return false; } |
---|
1394 | |
---|
1395 | /** Method for verifying wether the scene manager has an implementation-specific |
---|
1396 | option. |
---|
1397 | @param |
---|
1398 | strKey The name of the option to check for. |
---|
1399 | @return |
---|
1400 | If the scene manager contains the given option, true is returned. |
---|
1401 | @remarks |
---|
1402 | If it does not, false is returned. |
---|
1403 | */ |
---|
1404 | virtual bool hasOption( const String& strKey ) const { return false; } |
---|
1405 | /** Method for getting all possible values for a specific option. When this list is too large |
---|
1406 | (i.e. the option expects, for example, a float), the return value will be true, but the |
---|
1407 | list will contain just one element whose size will be set to 0. |
---|
1408 | Otherwise, the list will be filled with all the possible values the option can |
---|
1409 | accept. |
---|
1410 | @param |
---|
1411 | strKey The name of the option to get the values for. |
---|
1412 | @param |
---|
1413 | refValueList A reference to a list that will be filled with the available values. |
---|
1414 | @return |
---|
1415 | On success (the option exists), true is returned. |
---|
1416 | @par |
---|
1417 | On failure, false is returned. |
---|
1418 | */ |
---|
1419 | virtual bool getOptionValues( const String& strKey, StringVector& refValueList ) { return false; } |
---|
1420 | |
---|
1421 | /** Method for getting all the implementation-specific options of the scene manager. |
---|
1422 | @param |
---|
1423 | refKeys A reference to a list that will be filled with all the available options. |
---|
1424 | @return |
---|
1425 | On success, true is returned. On failiure, false is returned. |
---|
1426 | */ |
---|
1427 | virtual bool getOptionKeys( StringVector& refKeys ) { return false; } |
---|
1428 | |
---|
1429 | /** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. |
---|
1430 | @remarks |
---|
1431 | This must be done before issuing objects to the rendering pipeline, since derived transformations from |
---|
1432 | parent nodes are not updated until required. This SceneManager is a basic implementation which simply |
---|
1433 | updates all nodes from the root. This ensures the scene is up to date but requires all the nodes |
---|
1434 | to be updated even if they are not visible. Subclasses could trim this such that only potentially visible |
---|
1435 | nodes are updated. |
---|
1436 | */ |
---|
1437 | virtual void _updateSceneGraph(Camera* cam); |
---|
1438 | |
---|
1439 | /** Internal method which parses the scene to find visible objects to render. |
---|
1440 | @remarks |
---|
1441 | If you're implementing a custom scene manager, this is the most important method to |
---|
1442 | override since it's here you can apply your custom world partitioning scheme. Once you |
---|
1443 | have added the appropriate objects to the render queue, you can let the default |
---|
1444 | SceneManager objects _renderVisibleObjects handle the actual rendering of the objects |
---|
1445 | you pick. |
---|
1446 | @par |
---|
1447 | Any visible objects will be added to a rendering queue, which is indexed by material in order |
---|
1448 | to ensure objects with the same material are rendered together to minimise render state changes. |
---|
1449 | */ |
---|
1450 | virtual void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters); |
---|
1451 | |
---|
1452 | /** Internal method for applying animations to scene nodes. |
---|
1453 | @remarks |
---|
1454 | Uses the internally stored AnimationState objects to apply animation to SceneNodes. |
---|
1455 | */ |
---|
1456 | virtual void _applySceneAnimations(void); |
---|
1457 | |
---|
1458 | /** Sends visible objects found in _findVisibleObjects to the rendering engine. |
---|
1459 | */ |
---|
1460 | virtual void _renderVisibleObjects(void); |
---|
1461 | |
---|
1462 | /** Prompts the class to send its contents to the renderer. |
---|
1463 | @remarks |
---|
1464 | This method prompts the scene manager to send the |
---|
1465 | contents of the scene it manages to the rendering |
---|
1466 | pipeline, possibly preceded by some sorting, culling |
---|
1467 | or other scene management tasks. Note that this method is not normally called |
---|
1468 | directly by the user application; it is called automatically |
---|
1469 | by the Ogre rendering loop. |
---|
1470 | @param camera Pointer to a camera from whose viewpoint the scene is to |
---|
1471 | be rendered. |
---|
1472 | @param vp The target viewport |
---|
1473 | @param includeOverlays Whether or not overlay objects should be rendered |
---|
1474 | */ |
---|
1475 | virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays); |
---|
1476 | |
---|
1477 | /** Internal method for queueing the sky objects with the params as |
---|
1478 | previously set through setSkyBox, setSkyPlane and setSkyDome. |
---|
1479 | */ |
---|
1480 | virtual void _queueSkiesForRendering(Camera* cam); |
---|
1481 | |
---|
1482 | |
---|
1483 | |
---|
1484 | /** Notifies the scene manager of its destination render system |
---|
1485 | @remarks |
---|
1486 | Called automatically by RenderSystem::addSceneManager |
---|
1487 | this method simply notifies the manager of the render |
---|
1488 | system to which its output must be directed. |
---|
1489 | @param |
---|
1490 | sys Pointer to the RenderSystem subclass to be used as a render target. |
---|
1491 | */ |
---|
1492 | virtual void _setDestinationRenderSystem(RenderSystem* sys); |
---|
1493 | |
---|
1494 | /** Enables / disables a 'sky plane' i.e. a plane at constant |
---|
1495 | distance from the camera representing the sky. |
---|
1496 | @remarks |
---|
1497 | You can create sky planes yourself using the standard mesh and |
---|
1498 | entity methods, but this creates a plane which the camera can |
---|
1499 | never get closer or further away from - it moves with the camera. |
---|
1500 | (NB you could create this effect by creating a world plane which |
---|
1501 | was attached to the same SceneNode as the Camera too, but this |
---|
1502 | would only apply to a single camera whereas this plane applies to |
---|
1503 | any camera using this scene manager). |
---|
1504 | @note |
---|
1505 | To apply scaling, scrolls etc to the sky texture(s) you |
---|
1506 | should use the TextureUnitState class methods. |
---|
1507 | @param |
---|
1508 | enable True to enable the plane, false to disable it |
---|
1509 | @param |
---|
1510 | plane Details of the plane, i.e. it's normal and it's |
---|
1511 | distance from the camera. |
---|
1512 | @param |
---|
1513 | materialName The name of the material the plane will use |
---|
1514 | @param |
---|
1515 | scale The scaling applied to the sky plane - higher values |
---|
1516 | mean a bigger sky plane - you may want to tweak this |
---|
1517 | depending on the size of plane.d and the other |
---|
1518 | characteristics of your scene |
---|
1519 | @param |
---|
1520 | tiling How many times to tile the texture across the sky. |
---|
1521 | Applies to all texture layers. If you need finer control use |
---|
1522 | the TextureUnitState texture coordinate transformation methods. |
---|
1523 | @param |
---|
1524 | drawFirst If true, the plane is drawn before all other |
---|
1525 | geometry in the scene, without updating the depth buffer. |
---|
1526 | This is the safest rendering method since all other objects |
---|
1527 | will always appear in front of the sky. However this is not |
---|
1528 | the most efficient way if most of the sky is often occluded |
---|
1529 | by other objects. If this is the case, you can set this |
---|
1530 | parameter to false meaning it draws <em>after</em> all other |
---|
1531 | geometry which can be an optimisation - however you must |
---|
1532 | ensure that the plane.d value is large enough that no objects |
---|
1533 | will 'poke through' the sky plane when it is rendered. |
---|
1534 | @param |
---|
1535 | bow If zero, the plane will be completely flat (like previous |
---|
1536 | versions. If above zero, the plane will be curved, allowing |
---|
1537 | the sky to appear below camera level. Curved sky planes are |
---|
1538 | simular to skydomes, but are more compatable with fog. |
---|
1539 | @param xsegments, ysegments |
---|
1540 | Determines the number of segments the plane will have to it. This |
---|
1541 | is most important when you are bowing the plane, but may also be useful |
---|
1542 | if you need tesselation on the plane to perform per-vertex effects. |
---|
1543 | @param groupName |
---|
1544 | The name of the resource group to which to assign the plane mesh. |
---|
1545 | */ |
---|
1546 | virtual void setSkyPlane( |
---|
1547 | bool enable, |
---|
1548 | const Plane& plane, const String& materialName, Real scale = 1000, |
---|
1549 | Real tiling = 10, bool drawFirst = true, Real bow = 0, |
---|
1550 | int xsegments = 1, int ysegments = 1, |
---|
1551 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
---|
1552 | |
---|
1553 | /** Return whether a key plane is enabled */ |
---|
1554 | virtual bool isSkyPlaneEnabled(void) const { return mSkyPlaneEnabled; } |
---|
1555 | |
---|
1556 | /** Get the sky plane node, if enabled. */ |
---|
1557 | virtual SceneNode* getSkyPlaneNode(void) const { return mSkyPlaneNode; } |
---|
1558 | |
---|
1559 | /** Get the parameters used to construct the SkyPlane, if any **/ |
---|
1560 | virtual const SkyPlaneGenParameters& getSkyPlaneGenParameters(void) const { return mSkyPlaneGenParameters; } |
---|
1561 | |
---|
1562 | /** Enables / disables a 'sky box' i.e. a 6-sided box at constant |
---|
1563 | distance from the camera representing the sky. |
---|
1564 | @remarks |
---|
1565 | You could create a sky box yourself using the standard mesh and |
---|
1566 | entity methods, but this creates a plane which the camera can |
---|
1567 | never get closer or further away from - it moves with the camera. |
---|
1568 | (NB you could create this effect by creating a world box which |
---|
1569 | was attached to the same SceneNode as the Camera too, but this |
---|
1570 | would only apply to a single camera whereas this skybox applies |
---|
1571 | to any camera using this scene manager). |
---|
1572 | @par |
---|
1573 | The material you use for the skybox can either contain layers |
---|
1574 | which are single textures, or they can be cubic textures, i.e. |
---|
1575 | made up of 6 images, one for each plane of the cube. See the |
---|
1576 | TextureUnitState class for more information. |
---|
1577 | @param |
---|
1578 | enable True to enable the skybox, false to disable it |
---|
1579 | @param |
---|
1580 | materialName The name of the material the box will use |
---|
1581 | @param |
---|
1582 | distance Distance in world coorinates from the camera to |
---|
1583 | each plane of the box. The default is normally OK. |
---|
1584 | @param |
---|
1585 | drawFirst If true, the box is drawn before all other |
---|
1586 | geometry in the scene, without updating the depth buffer. |
---|
1587 | This is the safest rendering method since all other objects |
---|
1588 | will always appear in front of the sky. However this is not |
---|
1589 | the most efficient way if most of the sky is often occluded |
---|
1590 | by other objects. If this is the case, you can set this |
---|
1591 | parameter to false meaning it draws <em>after</em> all other |
---|
1592 | geometry which can be an optimisation - however you must |
---|
1593 | ensure that the distance value is large enough that no |
---|
1594 | objects will 'poke through' the sky box when it is rendered. |
---|
1595 | @param |
---|
1596 | orientation Optional parameter to specify the orientation |
---|
1597 | of the box. By default the 'top' of the box is deemed to be |
---|
1598 | in the +y direction, and the 'front' at the -z direction. |
---|
1599 | You can use this parameter to rotate the sky if you want. |
---|
1600 | @param groupName |
---|
1601 | The name of the resource group to which to assign the plane mesh. |
---|
1602 | */ |
---|
1603 | virtual void setSkyBox( |
---|
1604 | bool enable, const String& materialName, Real distance = 5000, |
---|
1605 | bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY, |
---|
1606 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
---|
1607 | |
---|
1608 | /** Return whether a skybox is enabled */ |
---|
1609 | virtual bool isSkyBoxEnabled(void) const { return mSkyBoxEnabled; } |
---|
1610 | |
---|
1611 | /** Get the skybox node, if enabled. */ |
---|
1612 | virtual SceneNode* getSkyBoxNode(void) const { return mSkyBoxNode; } |
---|
1613 | |
---|
1614 | /** Get the parameters used to generate the current SkyBox, if any */ |
---|
1615 | virtual const SkyBoxGenParameters& getSkyBoxGenParameters(void) const { return mSkyBoxGenParameters; } |
---|
1616 | |
---|
1617 | /** Enables / disables a 'sky dome' i.e. an illusion of a curved sky. |
---|
1618 | @remarks |
---|
1619 | A sky dome is actually formed by 5 sides of a cube, but with |
---|
1620 | texture coordinates generated such that the surface appears |
---|
1621 | curved like a dome. Sky domes are appropriate where you need a |
---|
1622 | realistic looking sky where the scene is not going to be |
---|
1623 | 'fogged', and there is always a 'floor' of some sort to prevent |
---|
1624 | the viewer looking below the horizon (the distortion effect below |
---|
1625 | the horizon can be pretty horrible, and there is never anyhting |
---|
1626 | directly below the viewer). If you need a complete wrap-around |
---|
1627 | background, use the setSkyBox method instead. You can actually |
---|
1628 | combine a sky box and a sky dome if you want, to give a positional |
---|
1629 | backdrop with an overlayed curved cloud layer. |
---|
1630 | @par |
---|
1631 | Sky domes work well with 2D repeating textures like clouds. You |
---|
1632 | can change the apparant 'curvature' of the sky depending on how |
---|
1633 | your scene is viewed - lower curvatures are better for 'open' |
---|
1634 | scenes like landscapes, whilst higher curvatures are better for |
---|
1635 | say FPS levels where you don't see a lot of the sky at once and |
---|
1636 | the exaggerated curve looks good. |
---|
1637 | @param |
---|
1638 | enable True to enable the skydome, false to disable it |
---|
1639 | @param |
---|
1640 | materialName The name of the material the dome will use |
---|
1641 | @param |
---|
1642 | curvature The curvature of the dome. Good values are |
---|
1643 | between 2 and 65. Higher values are more curved leading to |
---|
1644 | a smoother effect, lower values are less curved meaning |
---|
1645 | more distortion at the horizons but a better distance effect. |
---|
1646 | @param |
---|
1647 | tiling How many times to tile the texture(s) across the |
---|
1648 | dome. |
---|
1649 | @param |
---|
1650 | distance Distance in world coorinates from the camera to |
---|
1651 | each plane of the box the dome is rendered on. The default |
---|
1652 | is normally OK. |
---|
1653 | @param |
---|
1654 | drawFirst If true, the dome is drawn before all other |
---|
1655 | geometry in the scene, without updating the depth buffer. |
---|
1656 | This is the safest rendering method since all other objects |
---|
1657 | will always appear in front of the sky. However this is not |
---|
1658 | the most efficient way if most of the sky is often occluded |
---|
1659 | by other objects. If this is the case, you can set this |
---|
1660 | parameter to false meaning it draws <em>after</em> all other |
---|
1661 | geometry which can be an optimisation - however you must |
---|
1662 | ensure that the distance value is large enough that no |
---|
1663 | objects will 'poke through' the sky when it is rendered. |
---|
1664 | @param |
---|
1665 | orientation Optional parameter to specify the orientation |
---|
1666 | of the dome. By default the 'top' of the dome is deemed to |
---|
1667 | be in the +y direction, and the 'front' at the -z direction. |
---|
1668 | You can use this parameter to rotate the sky if you want. |
---|
1669 | @param groupName |
---|
1670 | The name of the resource group to which to assign the plane mesh. |
---|
1671 | */ |
---|
1672 | virtual void setSkyDome( |
---|
1673 | bool enable, const String& materialName, Real curvature = 10, |
---|
1674 | Real tiling = 8, Real distance = 4000, bool drawFirst = true, |
---|
1675 | const Quaternion& orientation = Quaternion::IDENTITY, |
---|
1676 | int xsegments = 16, int ysegments = 16, int ysegments_keep = -1, |
---|
1677 | const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
---|
1678 | |
---|
1679 | /** Return whether a skydome is enabled */ |
---|
1680 | virtual bool isSkyDomeEnabled(void) const { return mSkyDomeEnabled; } |
---|
1681 | |
---|
1682 | /** Get the sky dome node, if enabled. */ |
---|
1683 | virtual SceneNode* getSkyDomeNode(void) const { return mSkyDomeNode; } |
---|
1684 | |
---|
1685 | /** Get the parameters used to generate the current SkyDome, if any */ |
---|
1686 | virtual const SkyDomeGenParameters& getSkyDomeGenParameters(void) const { return mSkyDomeGenParameters; } |
---|
1687 | |
---|
1688 | /** Sets the fogging mode applied to the scene. |
---|
1689 | @remarks |
---|
1690 | This method sets up the scene-wide fogging effect. These settings |
---|
1691 | apply to all geometry rendered, UNLESS the material with which it |
---|
1692 | is rendered has it's own fog settings (see Material::setFog). |
---|
1693 | @param |
---|
1694 | mode Set up the mode of fog as described in the FogMode |
---|
1695 | enum, or set to FOG_NONE to turn off. |
---|
1696 | @param |
---|
1697 | colour The colour of the fog. Either set this to the same |
---|
1698 | as your viewport background colour, or to blend in with a |
---|
1699 | skydome or skybox. |
---|
1700 | @param |
---|
1701 | expDensity The density of the fog in FOG_EXP or FOG_EXP2 |
---|
1702 | mode, as a value between 0 and 1. The default is 0.001. |
---|
1703 | @param |
---|
1704 | linearStart Distance in world units at which linear fog starts to |
---|
1705 | encroach. Only applicable if mode is |
---|
1706 | FOG_LINEAR. |
---|
1707 | @param |
---|
1708 | linearEnd Distance in world units at which linear fog becomes completely |
---|
1709 | opaque. Only applicable if mode is |
---|
1710 | FOG_LINEAR. |
---|
1711 | */ |
---|
1712 | void setFog( |
---|
1713 | FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, |
---|
1714 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0); |
---|
1715 | |
---|
1716 | /** Returns the fog mode for the scene. |
---|
1717 | */ |
---|
1718 | virtual FogMode getFogMode(void) const; |
---|
1719 | |
---|
1720 | /** Returns the fog colour for the scene. |
---|
1721 | */ |
---|
1722 | virtual const ColourValue& getFogColour(void) const; |
---|
1723 | |
---|
1724 | /** Returns the fog start distance for the scene. |
---|
1725 | */ |
---|
1726 | virtual Real getFogStart(void) const; |
---|
1727 | |
---|
1728 | /** Returns the fog end distance for the scene. |
---|
1729 | */ |
---|
1730 | virtual Real getFogEnd(void) const; |
---|
1731 | |
---|
1732 | /** Returns the fog density for the scene. |
---|
1733 | */ |
---|
1734 | virtual Real getFogDensity(void) const; |
---|
1735 | |
---|
1736 | |
---|
1737 | /** Creates a new BillboardSet for use with this scene manager. |
---|
1738 | @remarks |
---|
1739 | This method creates a new BillboardSet which is registered with |
---|
1740 | the SceneManager. The SceneManager will destroy this object when |
---|
1741 | it shuts down or when the SceneManager::clearScene method is |
---|
1742 | called, so the caller does not have to worry about destroying |
---|
1743 | this object (in fact, it definitely should not do this). |
---|
1744 | @par |
---|
1745 | See the BillboardSet documentations for full details of the |
---|
1746 | returned class. |
---|
1747 | @param |
---|
1748 | name The name to give to this billboard set. Must be unique. |
---|
1749 | @param |
---|
1750 | poolSize The initial size of the pool of billboards (see BillboardSet for more information) |
---|
1751 | @see |
---|
1752 | BillboardSet |
---|
1753 | */ |
---|
1754 | virtual BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20); |
---|
1755 | |
---|
1756 | /** Retrieves a pointer to the named BillboardSet. |
---|
1757 | @note Throws an exception if the named instance does not exist |
---|
1758 | */ |
---|
1759 | virtual BillboardSet* getBillboardSet(const String& name) const; |
---|
1760 | /** Returns whether a billboardset with the given name exists. |
---|
1761 | */ |
---|
1762 | virtual bool hasBillboardSet(const String& name) const; |
---|
1763 | |
---|
1764 | /** Removes & destroys an BillboardSet from the SceneManager. |
---|
1765 | @warning |
---|
1766 | Must only be done if the BillboardSet is not attached |
---|
1767 | to a SceneNode. It may be safer to wait to clear the whole |
---|
1768 | scene. If you are unsure, use clearScene. |
---|
1769 | */ |
---|
1770 | virtual void destroyBillboardSet(BillboardSet* set); |
---|
1771 | |
---|
1772 | /** Removes & destroys an BillboardSet from the SceneManager by name. |
---|
1773 | @warning |
---|
1774 | Must only be done if the BillboardSet is not attached |
---|
1775 | to a SceneNode. It may be safer to wait to clear the whole |
---|
1776 | scene. If you are unsure, use clearScene. |
---|
1777 | */ |
---|
1778 | virtual void destroyBillboardSet(const String& name); |
---|
1779 | |
---|
1780 | /** Removes & destroys all BillboardSets. |
---|
1781 | @warning |
---|
1782 | Again, use caution since no BillboardSet must be referred to |
---|
1783 | elsewhere e.g. attached to a SceneNode otherwise a crash |
---|
1784 | is likely. Use clearScene if you are unsure (it clears SceneNode |
---|
1785 | entries too.) |
---|
1786 | @see |
---|
1787 | SceneManager::clearScene |
---|
1788 | */ |
---|
1789 | virtual void destroyAllBillboardSets(void); |
---|
1790 | |
---|
1791 | /** Tells the SceneManager whether it should render the SceneNodes which |
---|
1792 | make up the scene as well as the objects in the scene. |
---|
1793 | @remarks |
---|
1794 | This method is mainly for debugging purposes. If you set this to 'true', |
---|
1795 | each node will be rendered as a set of 3 axes to allow you to easily see |
---|
1796 | the orientation of the nodes. |
---|
1797 | */ |
---|
1798 | virtual void setDisplaySceneNodes(bool display); |
---|
1799 | /** Returns true if all scene nodes axis are to be displayed */ |
---|
1800 | virtual bool getDisplaySceneNodes(void) const {return mDisplayNodes;} |
---|
1801 | |
---|
1802 | /** Creates an animation which can be used to animate scene nodes. |
---|
1803 | @remarks |
---|
1804 | An animation is a collection of 'tracks' which over time change the position / orientation |
---|
1805 | of Node objects. In this case, the animation will likely have tracks to modify the position |
---|
1806 | / orientation of SceneNode objects, e.g. to make objects move along a path. |
---|
1807 | @par |
---|
1808 | You don't need to use an Animation object to move objects around - you can do it yourself |
---|
1809 | using the methods of the Node in your FrameListener class. However, when you need relatively |
---|
1810 | complex scripted animation, this is the class to use since it will interpolate between |
---|
1811 | keyframes for you and generally make the whole process easier to manage. |
---|
1812 | @par |
---|
1813 | A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). |
---|
1814 | In addition, through animation blending a single Node can be affected by multiple animations, |
---|
1815 | athough this is more useful when performing skeletal animation (see Skeleton::createAnimation). |
---|
1816 | @par |
---|
1817 | Note that whilst it uses the same classes, the animations created here are kept separate from the |
---|
1818 | skeletal animations of meshes (each Skeleton owns those animations). |
---|
1819 | @param name The name of the animation, must be unique within this SceneManager. |
---|
1820 | @param length The total length of the animation. |
---|
1821 | */ |
---|
1822 | virtual Animation* createAnimation(const String& name, Real length); |
---|
1823 | |
---|
1824 | /** Looks up an Animation object previously created with createAnimation. |
---|
1825 | @note Throws an exception if the named instance does not exist |
---|
1826 | */ |
---|
1827 | virtual Animation* getAnimation(const String& name) const; |
---|
1828 | /** Returns whether an animation with the given name exists. |
---|
1829 | */ |
---|
1830 | virtual bool hasAnimation(const String& name) const; |
---|
1831 | |
---|
1832 | /** Destroys an Animation. |
---|
1833 | @remarks |
---|
1834 | You should ensure that none of your code is referencing this animation objects since the |
---|
1835 | memory will be freed. |
---|
1836 | */ |
---|
1837 | virtual void destroyAnimation(const String& name); |
---|
1838 | |
---|
1839 | /** Removes all animations created using this SceneManager. */ |
---|
1840 | virtual void destroyAllAnimations(void); |
---|
1841 | |
---|
1842 | /** Create an AnimationState object for managing application of animations. |
---|
1843 | @remarks |
---|
1844 | You can create Animation objects for animating SceneNode obejcts using the |
---|
1845 | createAnimation method. However, in order to actually apply those animations |
---|
1846 | you have to call methods on Node and Animation in a particular order (namely |
---|
1847 | Node::resetToInitialState and Animation::apply). To make this easier and to |
---|
1848 | help track the current time position of animations, the AnimationState object |
---|
1849 | is provided. </p> |
---|
1850 | So if you don't want to control animation application manually, call this method, |
---|
1851 | update the returned object as you like every frame and let SceneManager apply |
---|
1852 | the animation state for you. |
---|
1853 | @par |
---|
1854 | Remember, AnimationState objects are disabled by default at creation time. |
---|
1855 | Turn them on when you want them using their setEnabled method. |
---|
1856 | @par |
---|
1857 | Note that any SceneNode affected by this automatic animation will have it's state |
---|
1858 | reset to it's initial position before application of the animation. Unless specifically |
---|
1859 | modified using Node::setInitialState the Node assumes it's initial state is at the |
---|
1860 | origin. If you want the base state of the SceneNode to be elsewhere, make your changes |
---|
1861 | to the node using the standard transform methods, then call setInitialState to |
---|
1862 | 'bake' this reference position into the node. |
---|
1863 | @par |
---|
1864 | If the target of your animation is to be a generic AnimableValue, you |
---|
1865 | should ensure that it has a base value set (unlike nodes this has no |
---|
1866 | default). @see AnimableValue::setAsBaseValue. |
---|
1867 | @param animName The name of an animation created already with createAnimation. |
---|
1868 | */ |
---|
1869 | virtual AnimationState* createAnimationState(const String& animName); |
---|
1870 | |
---|
1871 | /** Retrieves animation state as previously created using createAnimationState. |
---|
1872 | @note Throws an exception if the named instance does not exist |
---|
1873 | */ |
---|
1874 | virtual AnimationState* getAnimationState(const String& animName) const; |
---|
1875 | /** Returns whether an animation state with the given name exists. |
---|
1876 | */ |
---|
1877 | virtual bool hasAnimationState(const String& name) const; |
---|
1878 | |
---|
1879 | /** Destroys an AnimationState. |
---|
1880 | @remarks |
---|
1881 | You should ensure that none of your code is referencing this animation |
---|
1882 | state object since the memory will be freed. |
---|
1883 | */ |
---|
1884 | virtual void destroyAnimationState(const String& name); |
---|
1885 | |
---|
1886 | /** Removes all animation states created using this SceneManager. */ |
---|
1887 | virtual void destroyAllAnimationStates(void); |
---|
1888 | |
---|
1889 | /** Manual rendering method, for advanced users only. |
---|
1890 | @remarks |
---|
1891 | This method allows you to send rendering commands through the pipeline on |
---|
1892 | demand, bypassing OGRE's normal world processing. You should only use this if you |
---|
1893 | really know what you're doing; OGRE does lots of things for you that you really should |
---|
1894 | let it do. However, there are times where it may be useful to have this manual interface, |
---|
1895 | for example overlaying something on top of the scene rendered by OGRE. |
---|
1896 | @par |
---|
1897 | Because this is an instant rendering method, timing is important. The best |
---|
1898 | time to call it is from a RenderTargetListener event handler. |
---|
1899 | @par |
---|
1900 | Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. |
---|
1901 | Calling it regularly per frame will cause frame rate drops! |
---|
1902 | @param rend A RenderOperation object describing the rendering op |
---|
1903 | @param pass The Pass to use for this render |
---|
1904 | @param vp Pointer to the viewport to render to |
---|
1905 | @param worldMatrix The transform to apply from object to world space |
---|
1906 | @param viewMatrix The transform to apply from world to view space |
---|
1907 | @param projMatrix The transform to apply from view to screen space |
---|
1908 | @param doBeginEndFrame If true, beginFrame() and endFrame() are called, |
---|
1909 | otherwise not. You should leave this as false if you are calling |
---|
1910 | this within the main render loop. |
---|
1911 | */ |
---|
1912 | virtual void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp, |
---|
1913 | const Matrix4& worldMatrix, const Matrix4& viewMatrix, const Matrix4& projMatrix, |
---|
1914 | bool doBeginEndFrame = false) ; |
---|
1915 | |
---|
1916 | /** Retrieves the internal render queue, for advanced users only. |
---|
1917 | @remarks |
---|
1918 | The render queue is mainly used internally to manage the scene object |
---|
1919 | rendering queue, it also exports some methods to allow advanced users |
---|
1920 | to configure the behavior of rendering process. |
---|
1921 | Most methods provided by RenderQueue are supposed to be used |
---|
1922 | internally only, you should reference to the RenderQueue API for |
---|
1923 | more information. Do not access this directly unless you know what |
---|
1924 | you are doing. |
---|
1925 | */ |
---|
1926 | virtual RenderQueue* getRenderQueue(void); |
---|
1927 | |
---|
1928 | /** Registers a new RenderQueueListener which will be notified when render queues |
---|
1929 | are processed. |
---|
1930 | */ |
---|
1931 | virtual void addRenderQueueListener(RenderQueueListener* newListener); |
---|
1932 | |
---|
1933 | /** Removes a listener previously added with addRenderQueueListener. */ |
---|
1934 | virtual void removeRenderQueueListener(RenderQueueListener* delListener); |
---|
1935 | |
---|
1936 | /** Adds an item to the 'special case' render queue list. |
---|
1937 | @remarks |
---|
1938 | Normally all render queues are rendered, in their usual sequence, |
---|
1939 | only varying if a RenderQueueListener nominates for the queue to be |
---|
1940 | repeated or skipped. This method allows you to add a render queue to |
---|
1941 | a 'special case' list, which varies the behaviour. The effect of this |
---|
1942 | list depends on the 'mode' in which this list is in, which might be |
---|
1943 | to exclude these render queues, or to include them alone (excluding |
---|
1944 | all other queues). This allows you to perform broad selective |
---|
1945 | rendering without requiring a RenderQueueListener. |
---|
1946 | @param qid The identifier of the queue which should be added to the |
---|
1947 | special case list. Nothing happens if the queue is already in the list. |
---|
1948 | */ |
---|
1949 | virtual void addSpecialCaseRenderQueue(uint8 qid); |
---|
1950 | /** Removes an item to the 'special case' render queue list. |
---|
1951 | @see SceneManager::addSpecialCaseRenderQueue |
---|
1952 | @param qid The identifier of the queue which should be removed from the |
---|
1953 | special case list. Nothing happens if the queue is not in the list. |
---|
1954 | */ |
---|
1955 | virtual void removeSpecialCaseRenderQueue(uint8 qid); |
---|
1956 | /** Clears the 'special case' render queue list. |
---|
1957 | @see SceneManager::addSpecialCaseRenderQueue |
---|
1958 | */ |
---|
1959 | virtual void clearSpecialCaseRenderQueues(void); |
---|
1960 | /** Sets the way the special case render queue list is processed. |
---|
1961 | @see SceneManager::addSpecialCaseRenderQueue |
---|
1962 | @param mode The mode of processing |
---|
1963 | */ |
---|
1964 | virtual void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode); |
---|
1965 | /** Gets the way the special case render queue list is processed. */ |
---|
1966 | virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void); |
---|
1967 | /** Returns whether or not the named queue will be rendered based on the |
---|
1968 | current 'special case' render queue list and mode. |
---|
1969 | @see SceneManager::addSpecialCaseRenderQueue |
---|
1970 | @param qid The identifier of the queue which should be tested |
---|
1971 | @returns true if the queue will be rendered, false otherwise |
---|
1972 | */ |
---|
1973 | virtual bool isRenderQueueToBeProcessed(uint8 qid); |
---|
1974 | |
---|
1975 | /** Sets the render queue that the world geometry (if any) this SceneManager |
---|
1976 | renders will be associated with. |
---|
1977 | @remarks |
---|
1978 | SceneManagers which provide 'world geometry' should place it in a |
---|
1979 | specialised render queue in order to make it possible to enable / |
---|
1980 | disable it easily using the addSpecialCaseRenderQueue method. Even |
---|
1981 | if the SceneManager does not use the render queues to render the |
---|
1982 | world geometry, it should still pick a queue to represent it's manual |
---|
1983 | rendering, and check isRenderQueueToBeProcessed before rendering. |
---|
1984 | @note |
---|
1985 | Setting this may not affect the actual ordering of rendering the |
---|
1986 | world geometry, if the world geometry is being rendered manually |
---|
1987 | by the SceneManager. If the SceneManager feeds world geometry into |
---|
1988 | the queues, however, the ordering will be affected. |
---|
1989 | */ |
---|
1990 | virtual void setWorldGeometryRenderQueue(uint8 qid); |
---|
1991 | /** Gets the render queue that the world geometry (if any) this SceneManager |
---|
1992 | renders will be associated with. |
---|
1993 | @remarks |
---|
1994 | SceneManagers which provide 'world geometry' should place it in a |
---|
1995 | specialised render queue in order to make it possible to enable / |
---|
1996 | disable it easily using the addSpecialCaseRenderQueue method. Even |
---|
1997 | if the SceneManager does not use the render queues to render the |
---|
1998 | world geometry, it should still pick a queue to represent it's manual |
---|
1999 | rendering, and check isRenderQueueToBeProcessed before rendering. |
---|
2000 | */ |
---|
2001 | virtual uint8 getWorldGeometryRenderQueue(void); |
---|
2002 | |
---|
2003 | /** Allows all bounding boxes of scene nodes to be displayed. */ |
---|
2004 | virtual void showBoundingBoxes(bool bShow); |
---|
2005 | |
---|
2006 | /** Returns if all bounding boxes of scene nodes are to be displayed */ |
---|
2007 | virtual bool getShowBoundingBoxes() const; |
---|
2008 | |
---|
2009 | /** Internal method for notifying the manager that a SceneNode is autotracking. */ |
---|
2010 | virtual void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack); |
---|
2011 | |
---|
2012 | |
---|
2013 | /** Creates an AxisAlignedBoxSceneQuery for this scene manager. |
---|
2014 | @remarks |
---|
2015 | This method creates a new instance of a query object for this scene manager, |
---|
2016 | for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery |
---|
2017 | for full details. |
---|
2018 | @par |
---|
2019 | The instance returned from this method must be destroyed by calling |
---|
2020 | SceneManager::destroyQuery when it is no longer required. |
---|
2021 | @param box Details of the box which describes the region for this query. |
---|
2022 | @param mask The query mask to apply to this query; can be used to filter out |
---|
2023 | certain objects; see SceneQuery for details. |
---|
2024 | */ |
---|
2025 | virtual AxisAlignedBoxSceneQuery* |
---|
2026 | createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF); |
---|
2027 | /** Creates a SphereSceneQuery for this scene manager. |
---|
2028 | @remarks |
---|
2029 | This method creates a new instance of a query object for this scene manager, |
---|
2030 | for a spherical region. See SceneQuery and SphereSceneQuery |
---|
2031 | for full details. |
---|
2032 | @par |
---|
2033 | The instance returned from this method must be destroyed by calling |
---|
2034 | SceneManager::destroyQuery when it is no longer required. |
---|
2035 | @param sphere Details of the sphere which describes the region for this query. |
---|
2036 | @param mask The query mask to apply to this query; can be used to filter out |
---|
2037 | certain objects; see SceneQuery for details. |
---|
2038 | */ |
---|
2039 | virtual SphereSceneQuery* |
---|
2040 | createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF); |
---|
2041 | /** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. |
---|
2042 | @remarks |
---|
2043 | This method creates a new instance of a query object for this scene manager, |
---|
2044 | for a region enclosed by a set of planes (normals pointing inwards). |
---|
2045 | See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details. |
---|
2046 | @par |
---|
2047 | The instance returned from this method must be destroyed by calling |
---|
2048 | SceneManager::destroyQuery when it is no longer required. |
---|
2049 | @param volumes Details of the volumes which describe the region for this query. |
---|
2050 | @param mask The query mask to apply to this query; can be used to filter out |
---|
2051 | certain objects; see SceneQuery for details. |
---|
2052 | */ |
---|
2053 | virtual PlaneBoundedVolumeListSceneQuery* |
---|
2054 | createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, unsigned long mask = 0xFFFFFFFF); |
---|
2055 | |
---|
2056 | |
---|
2057 | /** Creates a RaySceneQuery for this scene manager. |
---|
2058 | @remarks |
---|
2059 | This method creates a new instance of a query object for this scene manager, |
---|
2060 | looking for objects which fall along a ray. See SceneQuery and RaySceneQuery |
---|
2061 | for full details. |
---|
2062 | @par |
---|
2063 | The instance returned from this method must be destroyed by calling |
---|
2064 | SceneManager::destroyQuery when it is no longer required. |
---|
2065 | @param ray Details of the ray which describes the region for this query. |
---|
2066 | @param mask The query mask to apply to this query; can be used to filter out |
---|
2067 | certain objects; see SceneQuery for details. |
---|
2068 | */ |
---|
2069 | virtual RaySceneQuery* |
---|
2070 | createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF); |
---|
2071 | //PyramidSceneQuery* createPyramidQuery(const Pyramid& p, unsigned long mask = 0xFFFFFFFF); |
---|
2072 | /** Creates an IntersectionSceneQuery for this scene manager. |
---|
2073 | @remarks |
---|
2074 | This method creates a new instance of a query object for locating |
---|
2075 | intersecting objects. See SceneQuery and IntersectionSceneQuery |
---|
2076 | for full details. |
---|
2077 | @par |
---|
2078 | The instance returned from this method must be destroyed by calling |
---|
2079 | SceneManager::destroyQuery when it is no longer required. |
---|
2080 | @param mask The query mask to apply to this query; can be used to filter out |
---|
2081 | certain objects; see SceneQuery for details. |
---|
2082 | */ |
---|
2083 | virtual IntersectionSceneQuery* |
---|
2084 | createIntersectionQuery(unsigned long mask = 0xFFFFFFFF); |
---|
2085 | |
---|
2086 | /** Destroys a scene query of any type. */ |
---|
2087 | virtual void destroyQuery(SceneQuery* query); |
---|
2088 | |
---|
2089 | typedef MapIterator<CameraList> CameraIterator; |
---|
2090 | typedef MapIterator<AnimationList> AnimationIterator; |
---|
2091 | |
---|
2092 | /** Returns a specialised MapIterator over all cameras in the scene. |
---|
2093 | */ |
---|
2094 | CameraIterator getCameraIterator(void) { |
---|
2095 | return CameraIterator(mCameras.begin(), mCameras.end()); |
---|
2096 | } |
---|
2097 | /** Returns a specialised MapIterator over all animations in the scene. */ |
---|
2098 | AnimationIterator getAnimationIterator(void) { |
---|
2099 | return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end()); |
---|
2100 | } |
---|
2101 | /** Returns a specialised MapIterator over all animation states in the scene. */ |
---|
2102 | AnimationStateIterator getAnimationStateIterator(void) { |
---|
2103 | return mAnimationStates.getAnimationStateIterator(); |
---|
2104 | } |
---|
2105 | |
---|
2106 | /** Sets the general shadow technique to be used in this scene. |
---|
2107 | @remarks |
---|
2108 | There are multiple ways to generate shadows in a scene, and each has |
---|
2109 | strengths and weaknesses. |
---|
2110 | <ul><li>Stencil-based approaches can be used to |
---|
2111 | draw very long, extreme shadows without loss of precision and the 'additive' |
---|
2112 | version can correctly show the shadowing of complex effects like bump mapping |
---|
2113 | because they physically exclude the light from those areas. However, the edges |
---|
2114 | are very sharp and stencils cannot handle transparency, and they involve a |
---|
2115 | fair amount of CPU work in order to calculate the shadow volumes, especially |
---|
2116 | when animated objects are involved.</li> |
---|
2117 | <li>Texture-based approaches are good for handling transparency (they can, for |
---|
2118 | example, correctly shadow a mesh which uses alpha to represent holes), and they |
---|
2119 | require little CPU overhead, and can happily shadow geometry which is deformed |
---|
2120 | by a vertex program, unlike stencil shadows. However, they have a fixed precision |
---|
2121 | which can introduce 'jaggies' at long range and have fillrate issues of their own.</li> |
---|
2122 | </ul> |
---|
2123 | @par |
---|
2124 | We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one |
---|
2125 | simple decal approach. The 2 stencil approaches differ in the amount of multipass work |
---|
2126 | that is required - the modulative approach simply 'darkens' areas in shadow after the |
---|
2127 | main render, which is the least expensive, whilst the additive approach has to perform |
---|
2128 | a render per light and adds the cumulative effect, whcih is more expensive but more |
---|
2129 | accurate. The texture based shadows both work in roughly the same way, the only difference is |
---|
2130 | that the shadowmap approach is slightly more accurate, but requires a more recent |
---|
2131 | graphics card. |
---|
2132 | @par |
---|
2133 | Note that because mixing many shadow techniques can cause problems, only one technique |
---|
2134 | is supported at once. Also, you should call this method at the start of the |
---|
2135 | scene setup. |
---|
2136 | @param technique The shadowing technique to use for the scene. |
---|
2137 | */ |
---|
2138 | virtual void setShadowTechnique(ShadowTechnique technique); |
---|
2139 | |
---|
2140 | /** Gets the current shadow technique. */ |
---|
2141 | virtual ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; } |
---|
2142 | |
---|
2143 | /** Enables / disables the rendering of debug information for shadows. */ |
---|
2144 | virtual void setShowDebugShadows(bool debug) { mDebugShadows = debug; } |
---|
2145 | /** Are debug shadows shown? */ |
---|
2146 | virtual bool getShowDebugShadows(void ) const { return mDebugShadows; } |
---|
2147 | |
---|
2148 | /** Set the colour used to modulate areas in shadow. |
---|
2149 | @remarks This is only applicable for shadow techniques which involve |
---|
2150 | darkening the area in shadow, as opposed to masking out the light. |
---|
2151 | This colour provided is used as a modulative value to darken the |
---|
2152 | areas. |
---|
2153 | */ |
---|
2154 | virtual void setShadowColour(const ColourValue& colour); |
---|
2155 | /** Get the colour used to modulate areas in shadow. |
---|
2156 | @remarks This is only applicable for shadow techniques which involve |
---|
2157 | darkening the area in shadow, as opposed to masking out the light. |
---|
2158 | This colour provided is used as a modulative value to darken the |
---|
2159 | areas. |
---|
2160 | */ |
---|
2161 | virtual const ColourValue& getShadowColour(void) const; |
---|
2162 | /** Sets the distance a shadow volume is extruded for a directional light. |
---|
2163 | @remarks |
---|
2164 | Although directional lights are essentially infinite, there are many |
---|
2165 | reasons to limit the shadow extrusion distance to a finite number, |
---|
2166 | not least of which is compatibility with older cards (which do not |
---|
2167 | support infinite positions), and shadow caster elimination. |
---|
2168 | @par |
---|
2169 | The default value is 10,000 world units. This does not apply to |
---|
2170 | point lights or spotlights, since they extrude up to their |
---|
2171 | attenuation range. |
---|
2172 | */ |
---|
2173 | virtual void setShadowDirectionalLightExtrusionDistance(Real dist); |
---|
2174 | /** Gets the distance a shadow volume is extruded for a directional light. |
---|
2175 | */ |
---|
2176 | virtual Real getShadowDirectionalLightExtrusionDistance(void) const; |
---|
2177 | /** Sets the maximum distance away from the camera that shadows |
---|
2178 | will be visible. |
---|
2179 | @remarks |
---|
2180 | Shadow techniques can be expensive, therefore it is a good idea |
---|
2181 | to limit them to being rendered close to the camera if possible, |
---|
2182 | and to skip the expense of rendering shadows for distance objects. |
---|
2183 | This method allows you to set the distance at which shadows will no |
---|
2184 | longer be rendered. |
---|
2185 | @note |
---|
2186 | Each shadow technique can interpret this subtely differently. |
---|
2187 | For example, one technique may use this to eliminate casters, |
---|
2188 | another might use it to attenuate the shadows themselves. |
---|
2189 | You should tweak this value to suit your chosen shadow technique |
---|
2190 | and scene setup. |
---|
2191 | */ |
---|
2192 | virtual void setShadowFarDistance(Real distance); |
---|
2193 | /** Gets the maximum distance away from the camera that shadows |
---|
2194 | will be visible. |
---|
2195 | */ |
---|
2196 | virtual Real getShadowFarDistance(void) const |
---|
2197 | { return mShadowFarDist; } |
---|
2198 | |
---|
2199 | /** Sets the maximum size of the index buffer used to render shadow |
---|
2200 | primitives. |
---|
2201 | @remarks |
---|
2202 | This method allows you to tweak the size of the index buffer used |
---|
2203 | to render shadow primitives (including stencil shadow volumes). The |
---|
2204 | default size is 51,200 entries, which is 100k of GPU memory, or |
---|
2205 | enough to render approximately 17,000 triangles. You can reduce this |
---|
2206 | as long as you do not have any models / world geometry chunks which |
---|
2207 | could require more than the amount you set. |
---|
2208 | @par |
---|
2209 | The maximum number of triangles required to render a single shadow |
---|
2210 | volume (including light and dark caps when needed) will be 3x the |
---|
2211 | number of edges on the light silhouette, plus the number of |
---|
2212 | light-facing triangles. On average, half the |
---|
2213 | triangles will be facing toward the light, but the number of |
---|
2214 | triangles in the silhouette entirely depends on the mesh - |
---|
2215 | angular meshes will have a higher silhouette tris/mesh tris |
---|
2216 | ratio than a smooth mesh. You can estimate the requirements for |
---|
2217 | your particular mesh by rendering it alone in a scene with shadows |
---|
2218 | enabled and a single light - rotate it or the light and make a note |
---|
2219 | of how high the triangle count goes (remembering to subtract the |
---|
2220 | mesh triangle count) |
---|
2221 | @param size The number of indexes; divide this by 3 to determine the |
---|
2222 | number of triangles. |
---|
2223 | */ |
---|
2224 | virtual void setShadowIndexBufferSize(size_t size); |
---|
2225 | /// Get the size of the shadow index buffer |
---|
2226 | virtual size_t getShadowIndexBufferSize(void) const |
---|
2227 | { return mShadowIndexBufferSize; } |
---|
2228 | /** Set the size of the texture used for all texture-based shadows. |
---|
2229 | @remarks |
---|
2230 | The larger the shadow texture, the better the detail on |
---|
2231 | texture based shadows, but obviously this takes more memory. |
---|
2232 | The default size is 512. Sizes must be a power of 2. |
---|
2233 | @note This is the simple form, see setShadowTextureConfig for the more |
---|
2234 | complex form. |
---|
2235 | */ |
---|
2236 | virtual void setShadowTextureSize(unsigned short size); |
---|
2237 | |
---|
2238 | /** Set the detailed configuration for a shadow texture. |
---|
2239 | @param shadowIndex The index of the texture to configure, must be < the |
---|
2240 | number of shadow textures setting |
---|
2241 | @param width, height The dimensions of the texture |
---|
2242 | @param format The pixel format of the texture |
---|
2243 | */ |
---|
2244 | virtual void setShadowTextureConfig(size_t shadowIndex, unsigned short width, |
---|
2245 | unsigned short height, PixelFormat format); |
---|
2246 | /** Set the detailed configuration for a shadow texture. |
---|
2247 | @param shadowIndex The index of the texture to configure, must be < the |
---|
2248 | number of shadow textures setting |
---|
2249 | @param config Configuration structure |
---|
2250 | */ |
---|
2251 | virtual void setShadowTextureConfig(size_t shadowIndex, |
---|
2252 | const ShadowTextureConfig& config); |
---|
2253 | |
---|
2254 | /** Get an iterator over the current shadow texture settings. */ |
---|
2255 | ConstShadowTextureConfigIterator getShadowTextureConfigIterator() const; |
---|
2256 | |
---|
2257 | /** Set the pixel format of the textures used for texture-based shadows. |
---|
2258 | @remarks |
---|
2259 | By default, a colour texture is used (PF_X8R8G8B8) for texture shadows, |
---|
2260 | but if you want to use more advanced texture shadow types you can |
---|
2261 | alter this. If you do, you will have to also call |
---|
2262 | setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial |
---|
2263 | to provide shader-based materials to use these customised shadow |
---|
2264 | texture formats. |
---|
2265 | @note This is the simple form, see setShadowTextureConfig for the more |
---|
2266 | complex form. |
---|
2267 | */ |
---|
2268 | virtual void setShadowTexturePixelFormat(PixelFormat fmt); |
---|
2269 | /** Set the number of textures allocated for texture-based shadows. |
---|
2270 | @remarks |
---|
2271 | The default number of textures assigned to deal with texture based |
---|
2272 | shadows is 1; however this means you can only have one light casting |
---|
2273 | shadows at the same time. You can increase this number in order to |
---|
2274 | make this more flexible, but be aware of the texture memory it will use. |
---|
2275 | */ |
---|
2276 | virtual void setShadowTextureCount(size_t count); |
---|
2277 | /// Get the number of the textures allocated for texture based shadows |
---|
2278 | size_t getShadowTextureCount(void) const {return mShadowTextureConfigList.size(); } |
---|
2279 | /** Sets the size and count of textures used in texture-based shadows. |
---|
2280 | @remarks |
---|
2281 | @see setShadowTextureSize and setShadowTextureCount for details, this |
---|
2282 | method just allows you to change both at once, which can save on |
---|
2283 | reallocation if the textures have already been created. |
---|
2284 | @note This is the simple form, see setShadowTextureConfig for the more |
---|
2285 | complex form. |
---|
2286 | */ |
---|
2287 | virtual void setShadowTextureSettings(unsigned short size, unsigned short count, |
---|
2288 | PixelFormat fmt = PF_X8R8G8B8); |
---|
2289 | |
---|
2290 | /** Get a reference to the shadow texture currently in use at the given index. |
---|
2291 | @note |
---|
2292 | If you change shadow settings, this reference may no longer |
---|
2293 | be correct, so be sure not to hold the returned reference over |
---|
2294 | texture shadow configuration changes. |
---|
2295 | */ |
---|
2296 | virtual const TexturePtr& getShadowTexture(size_t shadowIndex); |
---|
2297 | |
---|
2298 | /** Sets the proportional distance which a texture shadow which is generated from a |
---|
2299 | directional light will be offset into the camera view to make best use of texture space. |
---|
2300 | @remarks |
---|
2301 | When generating a shadow texture from a directional light, an approximation is used |
---|
2302 | since it is not possible to render the entire scene to one texture. |
---|
2303 | The texture is projected onto an area centred on the camera, and is |
---|
2304 | the shadow far distance * 2 in length (it is square). This wastes |
---|
2305 | a lot of texture space outside the frustum though, so this offset allows |
---|
2306 | you to move the texture in front of the camera more. However, be aware |
---|
2307 | that this can cause a little shadow 'jittering' during rotation, and |
---|
2308 | that if you move it too far then you'll start to get artefacts close |
---|
2309 | to the camera. The value is represented as a proportion of the shadow |
---|
2310 | far distance, and the default is 0.6. |
---|
2311 | */ |
---|
2312 | virtual void setShadowDirLightTextureOffset(Real offset) { mShadowTextureOffset = offset;} |
---|
2313 | /** Gets the proportional distance which a texture shadow which is generated from a |
---|
2314 | directional light will be offset into the camera view to make best use of texture space. |
---|
2315 | */ |
---|
2316 | virtual Real getShadowDirLightTextureOffset(void) const { return mShadowTextureOffset; } |
---|
2317 | /** Sets the proportional distance at which texture shadows begin to fade out. |
---|
2318 | @remarks |
---|
2319 | To hide the edges where texture shadows end (in directional lights) |
---|
2320 | Ogre will fade out the shadow in the distance. This value is a proportional |
---|
2321 | distance of the entire shadow visibility distance at which the shadow |
---|
2322 | begins to fade out. The default is 0.7 |
---|
2323 | */ |
---|
2324 | virtual void setShadowTextureFadeStart(Real fadeStart) |
---|
2325 | { mShadowTextureFadeStart = fadeStart; } |
---|
2326 | /** Sets the proportional distance at which texture shadows finish to fading out. |
---|
2327 | @remarks |
---|
2328 | To hide the edges where texture shadows end (in directional lights) |
---|
2329 | Ogre will fade out the shadow in the distance. This value is a proportional |
---|
2330 | distance of the entire shadow visibility distance at which the shadow |
---|
2331 | is completely invisible. The default is 0.9. |
---|
2332 | */ |
---|
2333 | virtual void setShadowTextureFadeEnd(Real fadeEnd) |
---|
2334 | { mShadowTextureFadeEnd = fadeEnd; } |
---|
2335 | |
---|
2336 | /** Sets whether or not texture shadows should attempt to self-shadow. |
---|
2337 | @remarks |
---|
2338 | The default implementation of texture shadows uses a fixed-function |
---|
2339 | colour texture projection approach for maximum compatibility, and |
---|
2340 | as such cannot support self-shadowing. However, if you decide to |
---|
2341 | implement a more complex shadowing technique using the |
---|
2342 | setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial |
---|
2343 | there is a possibility you may be able to support |
---|
2344 | self-shadowing (e.g by implementing a shader-based shadow map). In |
---|
2345 | this case you might want to enable this option. |
---|
2346 | @param selfShadow Whether to attempt self-shadowing with texture shadows |
---|
2347 | */ |
---|
2348 | virtual void setShadowTextureSelfShadow(bool selfShadow); |
---|
2349 | |
---|
2350 | /// Gets whether or not texture shadows attempt to self-shadow. |
---|
2351 | virtual bool getShadowTextureSelfShadow(void) const |
---|
2352 | { return mShadowTextureSelfShadow; } |
---|
2353 | /** Sets the default material to use for rendering shadow casters. |
---|
2354 | @remarks |
---|
2355 | By default shadow casters are rendered into the shadow texture using |
---|
2356 | an automatically generated fixed-function pass. This allows basic |
---|
2357 | projective texture shadows, but it's possible to use more advanced |
---|
2358 | shadow techniques by overriding the caster and receiver materials, for |
---|
2359 | example providing vertex and fragment programs to implement shadow |
---|
2360 | maps. |
---|
2361 | @par |
---|
2362 | You can rely on the ambient light in the scene being set to the |
---|
2363 | requested texture shadow colour, if that's useful. |
---|
2364 | @note |
---|
2365 | Individual objects may also override the vertex program in |
---|
2366 | your default material if their materials include |
---|
2367 | shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref |
---|
2368 | entries, so if you use both make sure they are compatible. |
---|
2369 | @note |
---|
2370 | Only a single pass is allowed in your material, although multiple |
---|
2371 | techniques may be used for hardware fallback. |
---|
2372 | */ |
---|
2373 | virtual void setShadowTextureCasterMaterial(const String& name); |
---|
2374 | /** Sets the default material to use for rendering shadow receivers. |
---|
2375 | @remarks |
---|
2376 | By default shadow receivers are rendered as a post-pass using basic |
---|
2377 | modulation. This allows basic projective texture shadows, but it's |
---|
2378 | possible to use more advanced shadow techniques by overriding the |
---|
2379 | caster and receiver materials, for example providing vertex and |
---|
2380 | fragment programs to implement shadow maps. |
---|
2381 | @par |
---|
2382 | You can rely on texture unit 0 containing the shadow texture, and |
---|
2383 | for the unit to be set to use projective texturing from the light |
---|
2384 | (only useful if you're using fixed-function, which is unlikely; |
---|
2385 | otherwise you should rely on the texture_viewproj_matrix auto binding) |
---|
2386 | @note |
---|
2387 | Individual objects may also override the vertex program in |
---|
2388 | your default material if their materials include |
---|
2389 | shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref |
---|
2390 | entries, so if you use both make sure they are compatible. |
---|
2391 | @note |
---|
2392 | Only a single pass is allowed in your material, although multiple |
---|
2393 | techniques may be used for hardware fallback. |
---|
2394 | */ |
---|
2395 | virtual void setShadowTextureReceiverMaterial(const String& name); |
---|
2396 | |
---|
2397 | /** Sets whether or not shadow casters should be rendered into shadow |
---|
2398 | textures using their back faces rather than their front faces. |
---|
2399 | @remarks |
---|
2400 | Rendering back faces rather than front faces into a shadow texture |
---|
2401 | can help minimise depth comparison issues, if you're using depth |
---|
2402 | shadowmapping. You will probably still need some biasing but you |
---|
2403 | won't need as much. For solid objects the result is the same anyway, |
---|
2404 | if you have objects with holes you may want to turn this option off. |
---|
2405 | The default is to enable this option. |
---|
2406 | */ |
---|
2407 | virtual void setShadowCasterRenderBackFaces(bool bf) { mShadowCasterRenderBackFaces = bf; } |
---|
2408 | |
---|
2409 | /** Gets whether or not shadow casters should be rendered into shadow |
---|
2410 | textures using their back faces rather than their front faces. |
---|
2411 | */ |
---|
2412 | virtual bool getShadowCasterRenderBackFaces() const { return mShadowCasterRenderBackFaces; } |
---|
2413 | |
---|
2414 | /** Set the shadow camera setup to use for all lights which don't have |
---|
2415 | their own shadow camera setup. |
---|
2416 | @see ShadowCameraSetup |
---|
2417 | */ |
---|
2418 | virtual void setShadowCameraSetup(const ShadowCameraSetupPtr& shadowSetup); |
---|
2419 | |
---|
2420 | /** Get the shadow camera setup in use for all lights which don't have |
---|
2421 | their own shadow camera setup. |
---|
2422 | @see ShadowCameraSetup |
---|
2423 | */ |
---|
2424 | virtual const ShadowCameraSetupPtr& getShadowCameraSetup() const; |
---|
2425 | |
---|
2426 | /** Sets whether we should use an inifinite camera far plane |
---|
2427 | when rendering stencil shadows. |
---|
2428 | @remarks |
---|
2429 | Stencil shadow coherency is very reliant on the shadow volume |
---|
2430 | not being clipped by the far plane. If this clipping happens, you |
---|
2431 | get a kind of 'negative' shadow effect. The best way to achieve |
---|
2432 | coherency is to move the far plane of the camera out to infinity, |
---|
2433 | thus preventing the far plane from clipping the shadow volumes. |
---|
2434 | When combined with vertex program extrusion of the volume to |
---|
2435 | infinity, which Ogre does when available, this results in very |
---|
2436 | robust shadow volumes. For this reason, when you enable stencil |
---|
2437 | shadows, Ogre automatically changes your camera settings to |
---|
2438 | project to infinity if the card supports it. You can disable this |
---|
2439 | behaviour if you like by calling this method; although you can |
---|
2440 | never enable infinite projection if the card does not support it. |
---|
2441 | @par |
---|
2442 | If you disable infinite projection, or it is not available, |
---|
2443 | you need to be far more careful with your light attenuation / |
---|
2444 | directional light extrusion distances to avoid clipping artefacts |
---|
2445 | at the far plane. |
---|
2446 | @note |
---|
2447 | Recent cards will generally support infinite far plane projection. |
---|
2448 | However, we have found some cases where they do not, especially |
---|
2449 | on Direct3D. There is no standard capability we can check to |
---|
2450 | validate this, so we use some heuristics based on experience: |
---|
2451 | <UL> |
---|
2452 | <LI>OpenGL always seems to support it no matter what the card</LI> |
---|
2453 | <LI>Direct3D on non-vertex program capable systems (including |
---|
2454 | vertex program capable cards on Direct3D7) does not |
---|
2455 | support it</LI> |
---|
2456 | <LI>Direct3D on GeForce3 and GeForce4 Ti does not seem to support |
---|
2457 | infinite projection<LI> |
---|
2458 | </UL> |
---|
2459 | Therefore in the RenderSystem implementation, we may veto the use |
---|
2460 | of an infinite far plane based on these heuristics. |
---|
2461 | */ |
---|
2462 | virtual void setShadowUseInfiniteFarPlane(bool enable) { |
---|
2463 | mShadowUseInfiniteFarPlane = enable; } |
---|
2464 | |
---|
2465 | /** Is there a stencil shadow based shadowing technique in use? */ |
---|
2466 | virtual bool isShadowTechniqueStencilBased(void) const |
---|
2467 | { return (mShadowTechnique & SHADOWDETAILTYPE_STENCIL) != 0; } |
---|
2468 | /** Is there a texture shadow based shadowing technique in use? */ |
---|
2469 | virtual bool isShadowTechniqueTextureBased(void) const |
---|
2470 | { return (mShadowTechnique & SHADOWDETAILTYPE_TEXTURE) != 0; } |
---|
2471 | /** Is there a modulative shadowing technique in use? */ |
---|
2472 | virtual bool isShadowTechniqueModulative(void) const |
---|
2473 | { return (mShadowTechnique & SHADOWDETAILTYPE_MODULATIVE) != 0; } |
---|
2474 | /** Is there an additive shadowing technique in use? */ |
---|
2475 | virtual bool isShadowTechniqueAdditive(void) const |
---|
2476 | { return (mShadowTechnique & SHADOWDETAILTYPE_ADDITIVE) != 0; } |
---|
2477 | /** Is the shadow technique integrated into primary materials? */ |
---|
2478 | virtual bool isShadowTechniqueIntegrated(void) const |
---|
2479 | { return (mShadowTechnique & SHADOWDETAILTYPE_INTEGRATED) != 0; } |
---|
2480 | /** Is there any shadowing technique in use? */ |
---|
2481 | virtual bool isShadowTechniqueInUse(void) const |
---|
2482 | { return mShadowTechnique != SHADOWTYPE_NONE; } |
---|
2483 | |
---|
2484 | /** Add a shadow listener which will get called back on shadow |
---|
2485 | events. |
---|
2486 | */ |
---|
2487 | virtual void addShadowListener(ShadowListener* s); |
---|
2488 | /** Remove a shadow listener |
---|
2489 | */ |
---|
2490 | virtual void removeShadowListener(ShadowListener* s); |
---|
2491 | |
---|
2492 | /** Creates a StaticGeometry instance suitable for use with this |
---|
2493 | SceneManager. |
---|
2494 | @remarks |
---|
2495 | StaticGeometry is a way of batching up geometry into a more |
---|
2496 | efficient form at the expense of being able to move it. Please |
---|
2497 | read the StaticGeometry class documentation for full information. |
---|
2498 | @param name The name to give the new object |
---|
2499 | @returns The new StaticGeometry instance |
---|
2500 | */ |
---|
2501 | virtual StaticGeometry* createStaticGeometry(const String& name); |
---|
2502 | /** Retrieve a previously created StaticGeometry instance. |
---|
2503 | @note Throws an exception if the named instance does not exist |
---|
2504 | */ |
---|
2505 | virtual StaticGeometry* getStaticGeometry(const String& name) const; |
---|
2506 | /** Returns whether a static geometry instance with the given name exists. */ |
---|
2507 | virtual bool hasStaticGeometry(const String& name) const; |
---|
2508 | /** Remove & destroy a StaticGeometry instance. */ |
---|
2509 | virtual void destroyStaticGeometry(StaticGeometry* geom); |
---|
2510 | /** Remove & destroy a StaticGeometry instance. */ |
---|
2511 | virtual void destroyStaticGeometry(const String& name); |
---|
2512 | /** Remove & destroy all StaticGeometry instances. */ |
---|
2513 | virtual void destroyAllStaticGeometry(void); |
---|
2514 | |
---|
2515 | /** Creates a InstancedGeometry instance suitable for use with this |
---|
2516 | SceneManager. |
---|
2517 | @remarks |
---|
2518 | InstancedGeometry is a way of batching up geometry into a more |
---|
2519 | efficient form, and still be able to move it. Please |
---|
2520 | read the InstancedGeometry class documentation for full information. |
---|
2521 | @param name The name to give the new object |
---|
2522 | @returns The new InstancedGeometry instance |
---|
2523 | */ |
---|
2524 | virtual InstancedGeometry* createInstancedGeometry(const String& name); |
---|
2525 | /** Retrieve a previously created InstancedGeometry instance. */ |
---|
2526 | virtual InstancedGeometry* getInstancedGeometry(const String& name) const; |
---|
2527 | /** Remove & destroy a InstancedGeometry instance. */ |
---|
2528 | virtual void destroyInstancedGeometry(InstancedGeometry* geom); |
---|
2529 | /** Remove & destroy a InstancedGeometry instance. */ |
---|
2530 | virtual void destroyInstancedGeometry(const String& name); |
---|
2531 | /** Remove & destroy all InstancedGeometry instances. */ |
---|
2532 | virtual void destroyAllInstancedGeometry(void); |
---|
2533 | |
---|
2534 | |
---|
2535 | /** Create a movable object of the type specified. |
---|
2536 | @remarks |
---|
2537 | This is the generalised form of MovableObject creation where you can |
---|
2538 | create a MovableObject of any specialised type generically, including |
---|
2539 | any new types registered using plugins. |
---|
2540 | @param name The name to give the object. Must be unique within type. |
---|
2541 | @param typeName The type of object to create |
---|
2542 | @param params Optional name/value pair list to give extra parameters to |
---|
2543 | the created object. |
---|
2544 | */ |
---|
2545 | virtual MovableObject* createMovableObject(const String& name, |
---|
2546 | const String& typeName, const NameValuePairList* params = 0); |
---|
2547 | /** Destroys a MovableObject with the name specified, of the type specified. |
---|
2548 | @remarks |
---|
2549 | The MovableObject will automatically detach itself from any nodes |
---|
2550 | on destruction. |
---|
2551 | */ |
---|
2552 | virtual void destroyMovableObject(const String& name, const String& typeName); |
---|
2553 | /** Destroys a MovableObject. |
---|
2554 | @remarks |
---|
2555 | The MovableObject will automatically detach itself from any nodes |
---|
2556 | on destruction. |
---|
2557 | */ |
---|
2558 | virtual void destroyMovableObject(MovableObject* m); |
---|
2559 | /** Destroy all MovableObjects of a given type. */ |
---|
2560 | virtual void destroyAllMovableObjectsByType(const String& typeName); |
---|
2561 | /** Destroy all MovableObjects. */ |
---|
2562 | virtual void destroyAllMovableObjects(void); |
---|
2563 | /** Get a reference to a previously created MovableObject. |
---|
2564 | @note Throws an exception if the named instance does not exist |
---|
2565 | */ |
---|
2566 | virtual MovableObject* getMovableObject(const String& name, const String& typeName) const; |
---|
2567 | /** Returns whether a movable object instance with the given name exists. */ |
---|
2568 | virtual bool hasMovableObject(const String& name, const String& typeName) const; |
---|
2569 | typedef MapIterator<MovableObjectMap> MovableObjectIterator; |
---|
2570 | /** Get an iterator over all MovableObect instances of a given type. |
---|
2571 | @note |
---|
2572 | The iterator returned from this method is not thread safe, do not use this |
---|
2573 | if you are creating or deleting objects of this type in another thread. |
---|
2574 | */ |
---|
2575 | virtual MovableObjectIterator getMovableObjectIterator(const String& typeName); |
---|
2576 | /** Inject a MovableObject instance created externally. |
---|
2577 | @remarks |
---|
2578 | This method 'injects' a MovableObject instance created externally into |
---|
2579 | the MovableObject instance registry held in the SceneManager. You |
---|
2580 | might want to use this if you have a MovableObject which you don't |
---|
2581 | want to register a factory for; for example a MovableObject which |
---|
2582 | cannot be generally constructed by clients. |
---|
2583 | @note |
---|
2584 | It is important that the MovableObject has a unique name for the type, |
---|
2585 | and that its getMovableType() method returns a proper type name. |
---|
2586 | */ |
---|
2587 | virtual void injectMovableObject(MovableObject* m); |
---|
2588 | /** Extract a previously injected MovableObject. |
---|
2589 | @remarks |
---|
2590 | Essentially this does the same as destroyMovableObject, but only |
---|
2591 | removes the instance from the internal lists, it does not attempt |
---|
2592 | to destroy it. |
---|
2593 | */ |
---|
2594 | virtual void extractMovableObject(const String& name, const String& typeName); |
---|
2595 | /** Extract a previously injected MovableObject. |
---|
2596 | @remarks |
---|
2597 | Essentially this does the same as destroyMovableObject, but only |
---|
2598 | removes the instance from the internal lists, it does not attempt |
---|
2599 | to destroy it. |
---|
2600 | */ |
---|
2601 | virtual void extractMovableObject(MovableObject* m); |
---|
2602 | /** Extract all injected MovableObjects of a given type. |
---|
2603 | @remarks |
---|
2604 | Essentially this does the same as destroyAllMovableObjectsByType, |
---|
2605 | but only removes the instances from the internal lists, it does not |
---|
2606 | attempt to destroy them. |
---|
2607 | */ |
---|
2608 | virtual void extractAllMovableObjectsByType(const String& typeName); |
---|
2609 | |
---|
2610 | /** Sets a mask which is bitwise 'and'ed with objects own visibility masks |
---|
2611 | to determine if the object is visible. |
---|
2612 | @remarks |
---|
2613 | Note that this is combined with any per-viewport visibility mask |
---|
2614 | through an 'and' operation. @see Viewport::setVisibilityMask |
---|
2615 | */ |
---|
2616 | virtual void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; } |
---|
2617 | |
---|
2618 | /** Gets a mask which is bitwise 'and'ed with objects own visibility masks |
---|
2619 | to determine if the object is visible. |
---|
2620 | */ |
---|
2621 | virtual uint32 getVisibilityMask(void) { return mVisibilityMask; } |
---|
2622 | |
---|
2623 | /** Internal method for getting the combination between the global visibility |
---|
2624 | mask and the per-viewport visibility mask. |
---|
2625 | */ |
---|
2626 | uint32 _getCombinedVisibilityMask(void) const; |
---|
2627 | |
---|
2628 | /** Sets whether the SceneManager should search for visible objects, or |
---|
2629 | whether they are being manually handled. |
---|
2630 | @remarks |
---|
2631 | This is an advanced function, you should not use this unless you know |
---|
2632 | what you are doing. |
---|
2633 | */ |
---|
2634 | virtual void setFindVisibleObjects(bool find) { mFindVisibleObjects = find; } |
---|
2635 | |
---|
2636 | /** Gets whether the SceneManager should search for visible objects, or |
---|
2637 | whether they are being manually handled. |
---|
2638 | */ |
---|
2639 | virtual bool getFindVisibleObjects(void) { return mFindVisibleObjects; } |
---|
2640 | |
---|
2641 | /** Render something as if it came from the current queue. |
---|
2642 | @param pass Material pass to use for setting up this quad. |
---|
2643 | @param rend Renderable to render |
---|
2644 | @param shadowDerivation Whether passes should be replaced with shadow caster / receiver passes |
---|
2645 | */ |
---|
2646 | virtual void _injectRenderWithPass(Pass *pass, Renderable *rend, bool shadowDerivation = true); |
---|
2647 | |
---|
2648 | /** Indicates to the SceneManager whether it should suppress changing |
---|
2649 | the RenderSystem states when rendering objects. |
---|
2650 | @remarks |
---|
2651 | This method allows you to tell the SceneManager not to change any |
---|
2652 | RenderSystem state until you tell it to. This method is only |
---|
2653 | intended for advanced use, don't use it if you're unsure of the |
---|
2654 | effect. The only RenderSystems calls made are to set the world |
---|
2655 | matrix for each object (note - view an projection matrices are NOT |
---|
2656 | SET - they are under your control) and to render the object; it is up to |
---|
2657 | the caller to do everything else, including enabling any vertex / |
---|
2658 | fragment programs and updating their parameter state, and binding |
---|
2659 | parameters to the RenderSystem. |
---|
2660 | @note |
---|
2661 | Calling this implicitly disables shadow processing since no shadows |
---|
2662 | can be rendered without changing state. |
---|
2663 | @param suppress If true, no RenderSystem state changes will be issued |
---|
2664 | until this method is called again with a parameter of false. |
---|
2665 | */ |
---|
2666 | virtual void _suppressRenderStateChanges(bool suppress); |
---|
2667 | |
---|
2668 | /** Are render state changes suppressed? |
---|
2669 | @see _suppressRenderStateChanges |
---|
2670 | */ |
---|
2671 | virtual bool _areRenderStateChangesSuppressed(void) const |
---|
2672 | { return mSuppressRenderStateChanges; } |
---|
2673 | |
---|
2674 | /** Internal method for setting up the renderstate for a rendering pass. |
---|
2675 | @param pass The Pass details to set. |
---|
2676 | @param evenIfSuppressed Sets the pass details even if render state |
---|
2677 | changes are suppressed; if you are using this to manually set state |
---|
2678 | when render state changes are suppressed, you should set this to |
---|
2679 | true. |
---|
2680 | @param shadowDerivation If false, disables the derivation of shadow |
---|
2681 | passes from original passes |
---|
2682 | @returns |
---|
2683 | A Pass object that was used instead of the one passed in, can |
---|
2684 | happen when rendering shadow passes |
---|
2685 | */ |
---|
2686 | virtual const Pass* _setPass(const Pass* pass, |
---|
2687 | bool evenIfSuppressed = false, bool shadowDerivation = true); |
---|
2688 | |
---|
2689 | |
---|
2690 | /** Indicates to the SceneManager whether it should suppress the |
---|
2691 | active shadow rendering technique until told otherwise. |
---|
2692 | @remarks |
---|
2693 | This is a temporary alternative to setShadowTechnique to suppress |
---|
2694 | the rendering of shadows and forcing all processing down the |
---|
2695 | standard rendering path. This is intended for internal use only. |
---|
2696 | @param suppress If true, no shadow rendering will occur until this |
---|
2697 | method is called again with a parameter of false. |
---|
2698 | */ |
---|
2699 | virtual void _suppressShadows(bool suppress); |
---|
2700 | |
---|
2701 | /** Are shadows suppressed? |
---|
2702 | @see _suppressShadows |
---|
2703 | */ |
---|
2704 | virtual bool _areShadowsSuppressed(void) const |
---|
2705 | { return mSuppressShadows; } |
---|
2706 | |
---|
2707 | /** Render the objects in a given queue group |
---|
2708 | @remarks You should only call this from a RenderQueueInvocation implementation |
---|
2709 | */ |
---|
2710 | virtual void _renderQueueGroupObjects(RenderQueueGroup* group, |
---|
2711 | QueuedRenderableCollection::OrganisationMode om); |
---|
2712 | |
---|
2713 | /** Advanced method for supplying an alternative visitor, used for parsing the |
---|
2714 | render queues and sending the results to the renderer. |
---|
2715 | @remarks |
---|
2716 | You can use this method to insert your own implementation of the |
---|
2717 | QueuedRenderableVisitor interface, which receives calls as the queued |
---|
2718 | renderables are parsed in a given order (determined by RenderQueueInvocationSequence) |
---|
2719 | and are sent to the renderer. If you provide your own implementation of |
---|
2720 | this visitor, you are responsible for either calling the rendersystem, |
---|
2721 | or passing the calls on to the base class implementation. |
---|
2722 | @note |
---|
2723 | Ownership is not taken of this pointer, you are still required to |
---|
2724 | delete it yourself once you're finished. |
---|
2725 | @param visitor Your implementation of SceneMgrQueuedRenderableVisitor. |
---|
2726 | If you pass 0, the default implementation will be used. |
---|
2727 | */ |
---|
2728 | void setQueuedRenderableVisitor(SceneMgrQueuedRenderableVisitor* visitor); |
---|
2729 | |
---|
2730 | /** Gets the current visitor object which processes queued renderables. */ |
---|
2731 | SceneMgrQueuedRenderableVisitor* getQueuedRenderableVisitor(void) const; |
---|
2732 | |
---|
2733 | |
---|
2734 | /** Get the rendersystem subclass to which the output of this Scene Manager |
---|
2735 | gets sent |
---|
2736 | */ |
---|
2737 | RenderSystem *getDestinationRenderSystem(); |
---|
2738 | |
---|
2739 | /** Gets the current viewport being rendered (advanced use only, only |
---|
2740 | valid during viewport update. */ |
---|
2741 | Viewport* getCurrentViewport(void) const { return mCurrentViewport; } |
---|
2742 | |
---|
2743 | /** Returns a visibility boundary box for a specific camera. */ |
---|
2744 | const VisibleObjectsBoundsInfo& getVisibleObjectsBoundsInfo(const Camera* cam) const; |
---|
2745 | |
---|
2746 | /** Returns the shadow caster AAB for a specific light-camera combination */ |
---|
2747 | const VisibleObjectsBoundsInfo& getShadowCasterBoundsInfo(const Light* light) const; |
---|
2748 | }; |
---|
2749 | |
---|
2750 | /** Default implementation of IntersectionSceneQuery. */ |
---|
2751 | class _OgreExport DefaultIntersectionSceneQuery : |
---|
2752 | public IntersectionSceneQuery |
---|
2753 | { |
---|
2754 | public: |
---|
2755 | DefaultIntersectionSceneQuery(SceneManager* creator); |
---|
2756 | ~DefaultIntersectionSceneQuery(); |
---|
2757 | |
---|
2758 | /** See IntersectionSceneQuery. */ |
---|
2759 | void execute(IntersectionSceneQueryListener* listener); |
---|
2760 | }; |
---|
2761 | |
---|
2762 | /** Default implementation of RaySceneQuery. */ |
---|
2763 | class _OgreExport DefaultRaySceneQuery : public RaySceneQuery |
---|
2764 | { |
---|
2765 | public: |
---|
2766 | DefaultRaySceneQuery(SceneManager* creator); |
---|
2767 | ~DefaultRaySceneQuery(); |
---|
2768 | |
---|
2769 | /** See RayScenQuery. */ |
---|
2770 | void execute(RaySceneQueryListener* listener); |
---|
2771 | }; |
---|
2772 | /** Default implementation of SphereSceneQuery. */ |
---|
2773 | class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery |
---|
2774 | { |
---|
2775 | public: |
---|
2776 | DefaultSphereSceneQuery(SceneManager* creator); |
---|
2777 | ~DefaultSphereSceneQuery(); |
---|
2778 | |
---|
2779 | /** See SceneQuery. */ |
---|
2780 | void execute(SceneQueryListener* listener); |
---|
2781 | }; |
---|
2782 | /** Default implementation of PlaneBoundedVolumeListSceneQuery. */ |
---|
2783 | class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery |
---|
2784 | { |
---|
2785 | public: |
---|
2786 | DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator); |
---|
2787 | ~DefaultPlaneBoundedVolumeListSceneQuery(); |
---|
2788 | |
---|
2789 | /** See SceneQuery. */ |
---|
2790 | void execute(SceneQueryListener* listener); |
---|
2791 | }; |
---|
2792 | /** Default implementation of AxisAlignedBoxSceneQuery. */ |
---|
2793 | class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery |
---|
2794 | { |
---|
2795 | public: |
---|
2796 | DefaultAxisAlignedBoxSceneQuery(SceneManager* creator); |
---|
2797 | ~DefaultAxisAlignedBoxSceneQuery(); |
---|
2798 | |
---|
2799 | /** See RayScenQuery. */ |
---|
2800 | void execute(SceneQueryListener* listener); |
---|
2801 | }; |
---|
2802 | |
---|
2803 | |
---|
2804 | /// Bitmask containing scene types |
---|
2805 | typedef uint16 SceneTypeMask; |
---|
2806 | |
---|
2807 | /** Classification of a scene to allow a decision of what type of |
---|
2808 | SceenManager to provide back to the application. |
---|
2809 | */ |
---|
2810 | enum SceneType |
---|
2811 | { |
---|
2812 | ST_GENERIC = 1, |
---|
2813 | ST_EXTERIOR_CLOSE = 2, |
---|
2814 | ST_EXTERIOR_FAR = 4, |
---|
2815 | ST_EXTERIOR_REAL_FAR = 8, |
---|
2816 | ST_INTERIOR = 16 |
---|
2817 | }; |
---|
2818 | |
---|
2819 | /** Structure containing information about a scene manager. */ |
---|
2820 | struct SceneManagerMetaData |
---|
2821 | { |
---|
2822 | /// A globally unique string identifying the scene manager type |
---|
2823 | String typeName; |
---|
2824 | /// A text description of the scene manager |
---|
2825 | String description; |
---|
2826 | /// A mask describing which sorts of scenes this manager can handle |
---|
2827 | SceneTypeMask sceneTypeMask; |
---|
2828 | /// Flag indicating whether world geometry is supported |
---|
2829 | bool worldGeometrySupported; |
---|
2830 | }; |
---|
2831 | |
---|
2832 | |
---|
2833 | |
---|
2834 | /** Class which will create instances of a given SceneManager. */ |
---|
2835 | class _OgreExport SceneManagerFactory |
---|
2836 | { |
---|
2837 | protected: |
---|
2838 | mutable SceneManagerMetaData mMetaData; |
---|
2839 | mutable bool mMetaDataInit; |
---|
2840 | /// Internal method to initialise the metadata, must be implemented |
---|
2841 | virtual void initMetaData(void) const = 0; |
---|
2842 | public: |
---|
2843 | SceneManagerFactory() : mMetaDataInit(true) {} |
---|
2844 | virtual ~SceneManagerFactory() {} |
---|
2845 | /** Get information about the SceneManager type created by this factory. */ |
---|
2846 | virtual const SceneManagerMetaData& getMetaData(void) const |
---|
2847 | { |
---|
2848 | if (mMetaDataInit) |
---|
2849 | { |
---|
2850 | initMetaData(); |
---|
2851 | mMetaDataInit = false; |
---|
2852 | } |
---|
2853 | return mMetaData; |
---|
2854 | } |
---|
2855 | /** Create a new instance of a SceneManager. |
---|
2856 | @remarks |
---|
2857 | Don't call directly, use SceneManagerEnumerator::createSceneManager. |
---|
2858 | */ |
---|
2859 | virtual SceneManager* createInstance(const String& instanceName) = 0; |
---|
2860 | /** Destroy an instance of a SceneManager. */ |
---|
2861 | virtual void destroyInstance(SceneManager* instance) = 0; |
---|
2862 | |
---|
2863 | }; |
---|
2864 | |
---|
2865 | |
---|
2866 | |
---|
2867 | } // Namespace |
---|
2868 | |
---|
2869 | |
---|
2870 | |
---|
2871 | #endif |
---|