[1] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __Viewport_H__ |
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| 30 | #define __Viewport_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreCommon.h" |
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| 34 | #include "OgreColourValue.h" |
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| 35 | |
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| 36 | namespace Ogre { |
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| 37 | /** An abstraction of a viewport, i.e. a rendering region on a render |
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| 38 | target. |
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| 39 | @remarks |
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| 40 | A viewport is the meeting of a camera and a rendering surface - |
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| 41 | the camera renders the scene from a viewpoint, and places its |
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| 42 | results into some subset of a rendering target, which may be the |
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| 43 | whole surface or just a part of the surface. Each viewport has a |
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| 44 | single camera as source and a single target as destination. A |
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| 45 | camera only has 1 viewport, but a render target may have several. |
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| 46 | A viewport also has a Z-order, i.e. if there is more than one |
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| 47 | viewport on a single render target and they overlap, one must |
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| 48 | obscure the other in some predetermined way. |
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| 49 | */ |
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| 50 | class _OgreExport Viewport |
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| 51 | { |
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| 52 | public: |
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| 53 | /** The usual constructor. |
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| 54 | @param |
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| 55 | cam Pointer to a camera to be the source for the image. |
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| 56 | @param |
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| 57 | target Pointer to the render target to be the destination |
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| 58 | for the rendering. |
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| 59 | @param |
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| 60 | left |
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| 61 | @param |
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| 62 | top |
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| 63 | @param |
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| 64 | width |
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| 65 | @param |
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| 66 | height |
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| 67 | Dimensions of the viewport, expressed as a value between |
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| 68 | 0 and 1. This allows the dimensions to apply irrespective of |
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| 69 | changes in the target's size: e.g. to fill the whole area, |
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| 70 | values of 0,0,1,1 are appropriate. |
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| 71 | @param |
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| 72 | ZOrder Relative Z-order on the target. Lower = further to |
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| 73 | the front. |
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| 74 | */ |
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| 75 | Viewport( |
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| 76 | Camera* camera, |
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| 77 | RenderTarget* target, |
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| 78 | Real left, Real top, |
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| 79 | Real width, Real height, |
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| 80 | int ZOrder); |
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| 81 | |
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| 82 | /** Default destructor. |
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| 83 | */ |
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| 84 | virtual ~Viewport(); |
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| 85 | |
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| 86 | /** Notifies the viewport of a possible change in dimensions. |
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| 87 | @remarks |
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| 88 | Used by the target to update the viewport's dimensions |
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| 89 | (usually the result of a change in target size). |
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| 90 | @note |
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| 91 | Internal use by Ogre only. |
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| 92 | */ |
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| 93 | void _updateDimensions(void); |
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| 94 | |
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| 95 | /** Instructs the viewport to updates its contents. |
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| 96 | */ |
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| 97 | void update(void); |
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| 98 | |
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| 99 | /** Retrieves a pointer to the render target for this viewport. |
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| 100 | */ |
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| 101 | RenderTarget* getTarget(void) const; |
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| 102 | |
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| 103 | /** Retrieves a pointer to the camera for this viewport. |
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| 104 | */ |
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| 105 | Camera* getCamera(void) const; |
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| 106 | |
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| 107 | /** Sets the camera to use for rendering to this viewport. */ |
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| 108 | void setCamera(Camera* cam); |
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| 109 | |
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| 110 | /** Gets the Z-Order of this viewport. */ |
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| 111 | int getZOrder(void) const; |
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| 112 | /** Gets one of the relative dimensions of the viewport, |
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| 113 | a value between 0.0 and 1.0. |
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| 114 | */ |
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| 115 | Real getLeft(void) const; |
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| 116 | |
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| 117 | /** Gets one of the relative dimensions of the viewport, a value |
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| 118 | between 0.0 and 1.0. |
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| 119 | */ |
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| 120 | Real getTop(void) const; |
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| 121 | |
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| 122 | /** Gets one of the relative dimensions of the viewport, a value |
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| 123 | between 0.0 and 1.0. |
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| 124 | */ |
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| 125 | |
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| 126 | Real getWidth(void) const; |
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| 127 | /** Gets one of the relative dimensions of the viewport, a value |
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| 128 | between 0.0 and 1.0. |
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| 129 | */ |
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| 130 | |
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| 131 | Real getHeight(void) const; |
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| 132 | /** Gets one of the actual dimensions of the viewport, a value in |
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| 133 | pixels. |
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| 134 | */ |
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| 135 | |
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| 136 | int getActualLeft(void) const; |
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| 137 | /** Gets one of the actual dimensions of the viewport, a value in |
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| 138 | pixels. |
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| 139 | */ |
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| 140 | |
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| 141 | int getActualTop(void) const; |
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| 142 | /** Gets one of the actual dimensions of the viewport, a value in |
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| 143 | pixels. |
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| 144 | */ |
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| 145 | int getActualWidth(void) const; |
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| 146 | /** Gets one of the actual dimensions of the viewport, a value in |
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| 147 | pixels. |
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| 148 | */ |
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| 149 | |
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| 150 | int getActualHeight(void) const; |
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| 151 | |
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| 152 | /** Sets the dimensions (after creation). |
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| 153 | @param |
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| 154 | left |
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| 155 | @param |
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| 156 | top |
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| 157 | @param |
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| 158 | width |
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| 159 | @param |
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| 160 | height Dimensions relative to the size of the target, |
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| 161 | represented as real values between 0 and 1. i.e. the full |
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| 162 | target area is 0, 0, 1, 1. |
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| 163 | */ |
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| 164 | void setDimensions(Real left, Real top, Real width, Real height); |
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| 165 | |
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| 166 | /** Sets the initial background colour of the viewport (before |
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| 167 | rendering). |
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| 168 | */ |
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| 169 | void setBackgroundColour(const ColourValue& colour); |
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| 170 | |
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| 171 | /** Gets the background colour. |
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| 172 | */ |
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| 173 | const ColourValue& getBackgroundColour(void) const; |
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| 174 | |
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| 175 | /** Determines whether to clear the viewport before rendering. |
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| 176 | @remarks |
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| 177 | You can use this method to set which buffers are cleared |
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| 178 | (if any) before rendering every frame. |
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| 179 | @param clear Whether or not to clear any buffers |
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| 180 | @param buffers One or more values from FrameBufferType denoting |
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| 181 | which buffers to clear, if clear is set to true. Note you should |
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| 182 | not clear the stencil buffer here unless you know what you're doing. |
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| 183 | */ |
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| 184 | void setClearEveryFrame(bool clear, unsigned int buffers = FBT_COLOUR | FBT_DEPTH); |
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| 185 | |
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| 186 | /** Determines if the viewport is cleared before every frame. |
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| 187 | */ |
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| 188 | bool getClearEveryFrame(void) const; |
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| 189 | |
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| 190 | /** Gets which buffers are to be cleared each frame. */ |
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| 191 | unsigned int getClearBuffers(void) const; |
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| 192 | |
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| 193 | /** Set the material scheme which the viewport should use. |
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| 194 | @remarks |
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| 195 | This allows you to tell the system to use a particular |
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| 196 | material scheme when rendering this viewport, which can |
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| 197 | involve using different techniques to render your materials. |
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| 198 | @see Technique::setSchemeName |
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| 199 | */ |
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| 200 | void setMaterialScheme(const String& schemeName) |
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| 201 | { mMaterialSchemeName = schemeName; } |
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| 202 | |
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| 203 | /** Get the material scheme which the viewport should use. |
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| 204 | */ |
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| 205 | const String& getMaterialScheme(void) const |
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| 206 | { return mMaterialSchemeName; } |
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| 207 | |
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| 208 | /** Access to actual dimensions (based on target size). |
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| 209 | */ |
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| 210 | void getActualDimensions( |
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| 211 | int &left, int &top, int &width, int &height ) const; |
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| 212 | |
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| 213 | bool _isUpdated(void) const; |
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| 214 | void _clearUpdatedFlag(void); |
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| 215 | |
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| 216 | /** Gets the number of rendered faces in the last update. |
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| 217 | */ |
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| 218 | unsigned int _getNumRenderedFaces(void) const; |
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| 219 | |
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| 220 | /** Gets the number of rendered batches in the last update. |
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| 221 | */ |
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| 222 | unsigned int _getNumRenderedBatches(void) const; |
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| 223 | |
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| 224 | /** Tells this viewport whether it should display Overlay objects. |
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| 225 | @remarks |
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| 226 | Overlay objects are layers which appear on top of the scene. They are created via |
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| 227 | SceneManager::createOverlay and every viewport displays these by default. |
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| 228 | However, you probably don't want this if you're using multiple viewports, |
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| 229 | because one of them is probably a picture-in-picture which is not supposed to |
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| 230 | have overlays of it's own. In this case you can turn off overlays on this viewport |
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| 231 | by calling this method. |
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| 232 | @param enabled If true, any overlays are displayed, if false they are not. |
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| 233 | */ |
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| 234 | void setOverlaysEnabled(bool enabled); |
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| 235 | |
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| 236 | /** Returns whether or not Overlay objects (created in the SceneManager) are displayed in this |
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| 237 | viewport. */ |
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| 238 | bool getOverlaysEnabled(void) const; |
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| 239 | |
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| 240 | /** Tells this viewport whether it should display skies. |
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| 241 | @remarks |
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| 242 | Skies are layers which appear on background of the scene. They are created via |
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| 243 | SceneManager::setSkyBox, SceneManager::setSkyPlane and SceneManager::setSkyDome and |
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| 244 | every viewport displays these by default. However, you probably don't want this if |
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| 245 | you're using multiple viewports, because one of them is probably a picture-in-picture |
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| 246 | which is not supposed to have skies of it's own. In this case you can turn off skies |
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| 247 | on this viewport by calling this method. |
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| 248 | @param enabled If true, any skies are displayed, if false they are not. |
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| 249 | */ |
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| 250 | void setSkiesEnabled(bool enabled); |
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| 251 | |
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| 252 | /** Returns whether or not skies (created in the SceneManager) are displayed in this |
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| 253 | viewport. */ |
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| 254 | bool getSkiesEnabled(void) const; |
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| 255 | |
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| 256 | /** Tells this viewport whether it should display shadows. |
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| 257 | @remarks |
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| 258 | This setting enables you to disable shadow rendering for a given viewport. The global |
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| 259 | shadow technique set on SceneManager still controls the type and nature of shadows, |
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| 260 | but this flag can override the setting so that no shadows are rendered for a given |
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| 261 | viewport to save processing time where they are not required. |
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| 262 | @param enabled If true, any shadows are displayed, if false they are not. |
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| 263 | */ |
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| 264 | void setShadowsEnabled(bool enabled); |
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| 265 | |
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| 266 | /** Returns whether or not shadows (defined in the SceneManager) are displayed in this |
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| 267 | viewport. */ |
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| 268 | bool getShadowsEnabled(void) const; |
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| 269 | |
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| 270 | |
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| 271 | /** Sets a per-viewport visibility mask. |
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| 272 | @remarks |
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| 273 | The visibility mask is a way to exclude objects from rendering for |
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| 274 | a given viewport. For each object in the frustum, a check is made |
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| 275 | between this mask and the objects visibility flags |
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| 276 | (@see MovableObject::setVisibilityFlags), and if a binary 'and' |
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| 277 | returns zero, the object will not be rendered. |
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| 278 | */ |
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| 279 | void setVisibilityMask(uint32 mask) { mVisibilityMask = mask; } |
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| 280 | |
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| 281 | /** Gets a per-viewport visibility mask. |
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| 282 | @see Viewport::setVisibilityMask |
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| 283 | */ |
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| 284 | uint getVisibilityMask(void) const { return mVisibilityMask; } |
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| 285 | |
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| 286 | /** Sets the use of a custom RenderQueueInvocationSequence for |
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| 287 | rendering this target. |
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| 288 | @remarks |
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| 289 | RenderQueueInvocationSequence instances are managed through Root. By |
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| 290 | setting this, you are indicating that you wish this RenderTarget to |
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| 291 | be updated using a custom sequence of render queue invocations, with |
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| 292 | potentially customised ordering and render state options. You should |
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| 293 | create the named sequence through Root first, then set the name here. |
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| 294 | @param The name of the RenderQueueInvocationSequence to use. If you |
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| 295 | specify a blank string, behaviour will return to the defaul render |
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| 296 | queue management. |
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| 297 | */ |
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| 298 | virtual void setRenderQueueInvocationSequenceName(const String& sequenceName); |
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| 299 | /** Gets the name of the render queue invocation sequence for this target. */ |
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| 300 | virtual const String& getRenderQueueInvocationSequenceName(void) const; |
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| 301 | /// Get the invocation sequence - will return null if using standard |
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| 302 | RenderQueueInvocationSequence* _getRenderQueueInvocationSequence(void); |
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| 303 | |
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| 304 | protected: |
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| 305 | Camera* mCamera; |
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| 306 | RenderTarget* mTarget; |
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| 307 | // Relative dimensions, irrespective of target dimensions (0..1) |
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| 308 | float mRelLeft, mRelTop, mRelWidth, mRelHeight; |
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| 309 | // Actual dimensions, based on target dimensions |
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| 310 | int mActLeft, mActTop, mActWidth, mActHeight; |
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| 311 | /// ZOrder |
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| 312 | int mZOrder; |
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| 313 | /// Background options |
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| 314 | ColourValue mBackColour; |
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| 315 | bool mClearEveryFrame; |
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| 316 | unsigned int mClearBuffers; |
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| 317 | bool mUpdated; |
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| 318 | bool mShowOverlays; |
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| 319 | bool mShowSkies; |
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| 320 | bool mShowShadows; |
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| 321 | uint32 mVisibilityMask; |
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| 322 | // Render queue invocation sequence name |
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| 323 | String mRQSequenceName; |
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| 324 | RenderQueueInvocationSequence* mRQSequence; |
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| 325 | /// Material scheme |
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| 326 | String mMaterialSchemeName; |
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| 327 | }; |
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| 328 | |
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| 329 | } |
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| 330 | |
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| 331 | #endif |
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