[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __RenderToVertexBuffer_H__ |
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| 29 | #define __RenderToVertexBuffer_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreMaterial.h" |
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| 33 | #include "OgreRenderOperation.h" |
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| 34 | |
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| 35 | namespace Ogre { |
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| 36 | /** \addtogroup Core |
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| 37 | * @{ |
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| 38 | */ |
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| 39 | /** \addtogroup RenderSystem |
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| 40 | * @{ |
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| 41 | */ |
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| 42 | /** |
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| 43 | An object which renders geometry to a vertex. |
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| 44 | @remarks |
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| 45 | This is especially useful together with geometry shaders, as you can |
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| 46 | render procedural geometry which will get saved to a vertex buffer for |
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| 47 | reuse later, without regenerating it again. You can also create shaders |
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| 48 | that run on previous results of those shaders, creating stateful |
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| 49 | shaders. |
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| 50 | */ |
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| 51 | class _OgreExport RenderToVertexBuffer |
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| 52 | { |
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| 53 | public: |
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| 54 | /** C'tor */ |
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| 55 | RenderToVertexBuffer(); |
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| 56 | /** D'tor */ |
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| 57 | virtual ~RenderToVertexBuffer(); |
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| 58 | |
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| 59 | /** |
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| 60 | Get the vertex declaration that the pass will output. |
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| 61 | @remarks |
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| 62 | Use this object to set the elements of the buffer. Object will calculate |
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| 63 | buffers on its own. Only one source allowed! |
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| 64 | */ |
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| 65 | VertexDeclaration* getVertexDeclaration(); |
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| 66 | |
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| 67 | /** |
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| 68 | Get the maximum number of vertices that the buffer will hold |
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| 69 | */ |
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| 70 | unsigned int getMaxVertexCount() const { return mMaxVertexCount; } |
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| 71 | |
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| 72 | /** |
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| 73 | Set the maximum number of vertices that the buffer will hold |
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| 74 | */ |
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| 75 | void setMaxVertexCount(unsigned int maxVertexCount) { mMaxVertexCount = maxVertexCount; } |
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| 76 | |
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| 77 | /** |
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| 78 | What type of primitives does this object generate? |
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| 79 | */ |
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| 80 | RenderOperation::OperationType getOperationType() const { return mOperationType; } |
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| 81 | |
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| 82 | /** |
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| 83 | Set the type of primitives that this object generates |
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| 84 | */ |
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| 85 | void setOperationType(RenderOperation::OperationType operationType) { mOperationType = operationType; } |
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| 86 | |
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| 87 | /** |
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| 88 | Set whether this object resets its buffers each time it updates. |
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| 89 | */ |
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| 90 | void setResetsEveryUpdate(bool resetsEveryUpdate) { mResetsEveryUpdate = resetsEveryUpdate; } |
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| 91 | |
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| 92 | /** |
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| 93 | Does this object reset its buffer each time it updates? |
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| 94 | */ |
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| 95 | bool getResetsEveryUpdate() const { return mResetsEveryUpdate; } |
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| 96 | |
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| 97 | /** |
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| 98 | Get the render operation for this buffer |
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| 99 | */ |
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| 100 | virtual void getRenderOperation(RenderOperation& op) = 0; |
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| 101 | |
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| 102 | /** |
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| 103 | Update the contents of this vertex buffer by rendering |
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| 104 | */ |
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| 105 | virtual void update(SceneManager* sceneMgr) = 0; |
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| 106 | |
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| 107 | /** |
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| 108 | Reset the vertex buffer to the initial state. In the next update, |
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| 109 | the source renderable will be used as input. |
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| 110 | */ |
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| 111 | virtual void reset() { mResetRequested = true; } |
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| 112 | |
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| 113 | /** |
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| 114 | Set the source renderable of this object. During the first (and |
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| 115 | perhaps later) update of this object, this object's data will be |
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| 116 | used as input) |
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| 117 | */ |
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| 118 | void setSourceRenderable(Renderable* source) { mSourceRenderable = source; } |
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| 119 | |
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| 120 | /** |
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| 121 | Get the source renderable of this object |
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| 122 | */ |
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| 123 | const Renderable* getSourceRenderable() const { return mSourceRenderable; } |
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| 124 | |
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| 125 | /** |
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| 126 | Get the material which is used to render the geometry into the |
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| 127 | vertex buffer. |
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| 128 | */ |
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| 129 | const MaterialPtr& getRenderToBufferMaterial() { return mMaterial; } |
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| 130 | |
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| 131 | /** |
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| 132 | Set the material name which is used to render the geometry into |
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| 133 | the vertex buffer |
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| 134 | */ |
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| 135 | void setRenderToBufferMaterialName(const String& materialName); |
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| 136 | protected: |
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| 137 | RenderOperation::OperationType mOperationType; |
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| 138 | bool mResetsEveryUpdate; |
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| 139 | bool mResetRequested; |
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| 140 | MaterialPtr mMaterial; |
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| 141 | Renderable* mSourceRenderable; |
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| 142 | VertexData* mVertexData; |
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| 143 | unsigned int mMaxVertexCount; |
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| 144 | }; |
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| 145 | |
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| 146 | typedef SharedPtr<RenderToVertexBuffer> RenderToVertexBufferSharedPtr; |
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| 147 | /** @} */ |
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| 148 | /** @} */ |
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| 149 | } |
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| 150 | |
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| 151 | #endif |
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