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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