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 __ControllerManager_H__ |
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30 | #define __ControllerManager_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | #include "OgreCommon.h" |
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35 | #include "OgreSingleton.h" |
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36 | #include "OgreController.h" |
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37 | #include "OgrePredefinedControllers.h" |
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38 | #include "OgreTextureUnitState.h" |
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39 | #include "OgreSharedPtr.h" |
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40 | |
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41 | namespace Ogre { |
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42 | |
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43 | typedef SharedPtr< ControllerValue<Real> > ControllerValueRealPtr; |
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44 | typedef SharedPtr< ControllerFunction<Real> > ControllerFunctionRealPtr; |
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45 | |
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46 | /** Class for managing Controller instances. |
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47 | @remarks |
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48 | This class is responsible to keeping tabs on all the Controller instances registered |
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49 | and updating them when requested. It also provides a number of convenience methods |
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50 | for creating commonly used controllers (such as texture animators). |
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51 | */ |
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52 | class _OgreExport ControllerManager : public Singleton<ControllerManager> |
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53 | { |
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54 | protected: |
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55 | typedef std::set<Controller<Real>*> ControllerList; |
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56 | ControllerList mControllers; |
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57 | |
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58 | /// Global predefined controller |
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59 | ControllerValueRealPtr mFrameTimeController; |
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60 | |
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61 | /// Global predefined controller |
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62 | ControllerFunctionRealPtr mPassthroughFunction; |
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63 | |
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64 | // Last frame number updated |
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65 | unsigned long mLastFrameNumber; |
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66 | |
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67 | public: |
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68 | ControllerManager(); |
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69 | ~ControllerManager(); |
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70 | |
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71 | /** Creates a new controller and registers it with the manager. |
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72 | */ |
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73 | Controller<Real>* createController(const ControllerValueRealPtr& src, |
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74 | const ControllerValueRealPtr& dest, const ControllerFunctionRealPtr& func); |
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75 | |
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76 | /** Creates a new controller use frame time source and passthrough controller function. |
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77 | */ |
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78 | Controller<Real>* createFrameTimePassthroughController( |
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79 | const ControllerValueRealPtr& dest); |
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80 | |
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81 | /** Destroys all the controllers in existence. |
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82 | */ |
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83 | void clearControllers(void); |
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84 | |
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85 | /** Updates all the registered controllers. |
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86 | */ |
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87 | void updateAllControllers(void); |
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88 | |
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89 | |
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90 | /** Returns a ControllerValue which provides the time since the last frame as a control value source. |
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91 | @remarks |
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92 | A common source value to use to feed into a controller is the time since the last frame. This method |
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93 | returns a pointer to a common source value which provides this information. |
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94 | @par |
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95 | Remember the value will only be up to date after the RenderSystem::beginFrame method is called. |
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96 | @see |
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97 | RenderSystem::beginFrame |
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98 | */ |
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99 | const ControllerValueRealPtr& getFrameTimeSource(void) const; |
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100 | |
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101 | /** Retrieve a simple passthrough controller function. */ |
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102 | const ControllerFunctionRealPtr& getPassthroughControllerFunction(void) const; |
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103 | |
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104 | /** Creates a texture layer animator controller. |
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105 | @remarks |
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106 | This helper method creates the Controller, ControllerValue and ControllerFunction classes required |
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107 | to animate a texture. |
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108 | @param |
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109 | layer TextureUnitState object to animate |
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110 | @param |
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111 | sequenceTime The amount of time in seconds it will take to loop through all the frames. |
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112 | */ |
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113 | Controller<Real>* createTextureAnimator(TextureUnitState* layer, Real sequenceTime); |
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114 | |
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115 | /** Creates a basic time-based texture uv coordinate modifier designed for creating scrolling textures. |
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116 | @remarks |
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117 | This simple method allows you to easily create constant-speed uv scrolling textures. If you want to |
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118 | specify different speed values for horizontal and vertical scroll, use the specific methods |
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119 | ControllerManager::createTextureUScroller and ControllerManager::createTextureVScroller. |
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120 | If you want more control, look up the ControllerManager::createTextureWaveTransformer |
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121 | for more complex wave-based scrollers / stretchers / rotaters. |
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122 | @param |
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123 | layer The texture layer to animate. |
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124 | @param |
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125 | speed Speed of horizontal (u-coord) and vertical (v-coord) scroll, in complete wraps per second |
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126 | */ |
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127 | Controller<Real>* createTextureUVScroller(TextureUnitState* layer, Real speed); |
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128 | |
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129 | /** Creates a basic time-based texture u coordinate modifier designed for creating scrolling textures. |
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130 | @remarks |
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131 | This simple method allows you to easily create constant-speed u scrolling textures. If you want more |
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132 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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133 | scrollers / stretchers / rotaters. |
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134 | @param |
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135 | layer The texture layer to animate. |
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136 | @param |
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137 | uSpeed Speed of horizontal (u-coord) scroll, in complete wraps per second |
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138 | */ |
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139 | Controller<Real>* createTextureUScroller(TextureUnitState* layer, Real uSpeed); |
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140 | |
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141 | /** Creates a basic time-based texture v coordinate modifier designed for creating scrolling textures. |
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142 | @remarks |
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143 | This simple method allows you to easily create constant-speed v scrolling textures. If you want more |
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144 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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145 | scrollers / stretchers / rotaters. |
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146 | @param |
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147 | layer The texture layer to animate. |
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148 | @param |
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149 | vSpeed Speed of vertical (v-coord) scroll, in complete wraps per second |
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150 | */ |
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151 | Controller<Real>* createTextureVScroller(TextureUnitState* layer, Real vSpeed); |
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152 | |
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153 | /** Creates a basic time-based texture coordinate modifier designed for creating rotating textures. |
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154 | @return |
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155 | This simple method allows you to easily create constant-speed rotating textures. If you want more |
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156 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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157 | scrollers / stretchers / rotaters. |
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158 | @param |
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159 | layer The texture layer to rotate. |
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160 | @param |
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161 | vSpeed Speed of rotation, in complete anticlockwise revolutions per second |
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162 | */ |
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163 | Controller<Real>* createTextureRotater(TextureUnitState* layer, Real speed); |
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164 | |
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165 | /** Creates a very flexible time-based texture transformation which can alter the scale, position or |
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166 | rotation of a texture based on a wave function. |
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167 | @param |
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168 | layer The texture layer to affect |
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169 | @param |
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170 | ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin) |
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171 | @param |
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172 | waveType The shape of the wave, see WaveformType enum for details |
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173 | @param |
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174 | base The base value of the output |
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175 | @param |
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176 | frequency The speed of the wave in cycles per second |
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177 | @param |
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178 | phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave |
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179 | @param |
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180 | amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects |
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181 | */ |
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182 | Controller<Real>* createTextureWaveTransformer(TextureUnitState* layer, TextureUnitState::TextureTransformType ttype, |
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183 | WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1); |
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184 | |
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185 | /** Creates a controller for passing a frame time value through to a vertex / fragment program parameter. |
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186 | @remarks |
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187 | The destination parameter is expected to be a float, and the '.x' attribute will be populated |
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188 | with the appropriately scaled time value. |
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189 | @param params The parameters to update |
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190 | @param paramIndex The index of the parameter to update; if you want a named parameter, then |
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191 | retrieve the index beforehand using GpuProgramParameters::getParamIndex |
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192 | @param factor The factor by which to adjust the time elapsed by before passing it to the program |
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193 | */ |
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194 | Controller<Real>* createGpuProgramTimerParam(GpuProgramParameters* params, size_t paramIndex, |
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195 | Real timeFactor = 1.0f); |
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196 | |
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197 | /** Removes & destroys the controller passed in as a pointer. |
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198 | */ |
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199 | void destroyController(Controller<Real>* controller); |
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200 | |
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201 | /** Return relative speed of time as perceived by time based controllers. |
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202 | @remarks |
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203 | See setTimeFactor for full information on the meaning of this value. |
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204 | */ |
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205 | Real getTimeFactor(void) const; |
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206 | |
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207 | /** Set the relative speed to update frame time based controllers. |
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208 | @remarks |
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209 | Normally any controllers which use time as an input (FrameTimeController) are updated |
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210 | automatically in line with the real passage of time. This method allows you to change |
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211 | that, so that controllers are told that the time is passing slower or faster than it |
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212 | actually is. Use this to globally speed up / slow down the effect of time-based controllers. |
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213 | @param tf The virtual speed of time (1.0 is real time). |
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214 | */ |
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215 | void setTimeFactor(Real tf); |
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216 | |
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217 | /** Gets the constant that is added to time lapsed between each frame. |
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218 | @remarks |
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219 | See setFrameDelay for full information on the meaning of this value. |
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220 | */ |
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221 | Real getFrameDelay(void) const; |
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222 | |
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223 | /** Sets a constant frame rate. |
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224 | @remarks |
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225 | This function is useful when rendering a sequence to |
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226 | files that should create a film clip with constant frame |
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227 | rate. |
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228 | It will ensure that scrolling textures and animations |
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229 | move at a constant frame rate. |
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230 | @param fd The delay in seconds wanted between each frame |
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231 | (1.0f / 25.0f means a seconds worth of animation is done |
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232 | in 25 frames). |
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233 | */ |
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234 | void setFrameDelay(Real fd); |
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235 | |
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236 | /** Return the elapsed time. |
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237 | @remarks |
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238 | See setElapsedTime for full information on the meaning of this value. |
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239 | */ |
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240 | Real getElapsedTime(void) const; |
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241 | |
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242 | /** Set the elapsed time. |
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243 | @remarks |
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244 | Normally elapsed time accumulated all frames time (which speed relative to time |
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245 | factor) since the rendering loop started. This method allows your to change that to |
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246 | special time, so some elapsed-time-based globally effect is repeatable. |
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247 | @param elapsedTime The new elapsed time |
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248 | */ |
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249 | void setElapsedTime(Real elapsedTime); |
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250 | |
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251 | /** Override standard Singleton retrieval. |
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252 | @remarks |
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253 | Why do we do this? Well, it's because the Singleton |
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254 | implementation is in a .h file, which means it gets compiled |
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255 | into anybody who includes it. This is needed for the |
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256 | Singleton template to work, but we actually only want it |
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257 | compiled into the implementation of the class based on the |
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258 | Singleton, not all of them. If we don't change this, we get |
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259 | link errors when trying to use the Singleton-based class from |
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260 | an outside dll. |
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261 | @par |
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262 | This method just delegates to the template version anyway, |
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263 | but the implementation stays in this single compilation unit, |
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264 | preventing link errors. |
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265 | */ |
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266 | static ControllerManager& getSingleton(void); |
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267 | /** Override standard Singleton retrieval. |
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268 | @remarks |
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269 | Why do we do this? Well, it's because the Singleton |
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270 | implementation is in a .h file, which means it gets compiled |
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271 | into anybody who includes it. This is needed for the |
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272 | Singleton template to work, but we actually only want it |
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273 | compiled into the implementation of the class based on the |
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274 | Singleton, not all of them. If we don't change this, we get |
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275 | link errors when trying to use the Singleton-based class from |
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276 | an outside dll. |
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277 | @par |
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278 | This method just delegates to the template version anyway, |
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279 | but the implementation stays in this single compilation unit, |
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280 | preventing link errors. |
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281 | */ |
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282 | static ControllerManager* getSingletonPtr(void); |
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283 | }; |
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284 | |
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285 | |
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286 | } |
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287 | #endif |
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