[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 9 | of this software and associated documentation files (the "Software"), to deal |
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| 10 | in the Software without restriction, including without limitation the rights |
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| 11 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 12 | copies of the Software, and to permit persons to whom the Software is |
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| 13 | furnished to do so, subject to the following conditions: |
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| 14 | |
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| 15 | The above copyright notice and this permission notice shall be included in |
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| 16 | all copies or substantial portions of the Software. |
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| 17 | |
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| 18 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 19 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 20 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 21 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 22 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 23 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 24 | THE SOFTWARE |
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| 25 | |
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| 26 | You may alternatively use this source under the terms of a specific version of |
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| 27 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 28 | Torus Knot Software Ltd. |
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| 29 | -------------------------------------------------------------------------*/ |
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| 30 | #ifndef __ShadowTextureManager_H__ |
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| 31 | #define __ShadowTextureManager_H__ |
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| 32 | |
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| 33 | // Precompiler options |
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| 34 | #include "OgrePrerequisites.h" |
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| 35 | #include "OgreSingleton.h" |
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| 36 | #include "OgrePixelFormat.h" |
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| 37 | #include "OgreTexture.h" |
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| 38 | #include "OgreIteratorWrappers.h" |
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| 39 | #include "OgreHeaderPrefix.h" |
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| 40 | |
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| 41 | namespace Ogre |
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| 42 | { |
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| 43 | /** \addtogroup Core |
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| 44 | * @{ |
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| 45 | */ |
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| 46 | /** \addtogroup Scene |
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| 47 | * @{ |
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| 48 | */ |
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| 49 | typedef vector<TexturePtr>::type ShadowTextureList; |
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| 50 | |
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| 51 | /** Structure containing the configuration for one shadow texture. */ |
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| 52 | struct ShadowTextureConfig |
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| 53 | { |
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| 54 | unsigned int width; |
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| 55 | unsigned int height; |
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| 56 | PixelFormat format; |
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| 57 | unsigned int fsaa; |
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| 58 | uint16 depthBufferPoolId; |
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| 59 | |
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| 60 | ShadowTextureConfig() |
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| 61 | : width(512), height(512), format(PF_X8R8G8B8), fsaa(0), depthBufferPoolId(1) {} |
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| 62 | }; |
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| 63 | |
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| 64 | typedef vector<ShadowTextureConfig>::type ShadowTextureConfigList; |
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| 65 | typedef ConstVectorIterator<ShadowTextureConfigList> ConstShadowTextureConfigIterator; |
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| 66 | |
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| 67 | inline _OgreExport bool operator== ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ); |
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| 68 | inline _OgreExport bool operator!= ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ); |
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| 69 | |
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| 70 | |
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| 71 | /** Class to manage the available shadow textures which may be shared between |
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| 72 | many SceneManager instances if formats agree. |
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| 73 | @remarks |
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| 74 | The management of the list of shadow textures has been separated out into |
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| 75 | a dedicated class to enable the clean management of shadow textures |
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| 76 | across many scene manager instances. Where multiple scene managers are |
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| 77 | used with shadow textures, the configuration of those shadows may or may |
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| 78 | not be consistent - if it is, it is good to centrally manage the textures |
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| 79 | so that creation and destruction responsibility is clear. |
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| 80 | */ |
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| 81 | class _OgreExport ShadowTextureManager : public Singleton<ShadowTextureManager>, public ShadowDataAlloc |
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| 82 | { |
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| 83 | protected: |
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| 84 | ShadowTextureList mTextureList; |
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| 85 | ShadowTextureList mNullTextureList; |
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| 86 | size_t mCount; |
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| 87 | |
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| 88 | public: |
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| 89 | ShadowTextureManager(); |
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| 90 | virtual ~ShadowTextureManager(); |
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| 91 | |
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| 92 | /** Populate an incoming list with shadow texture references as requested |
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| 93 | in the configuration list. |
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| 94 | */ |
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| 95 | virtual void getShadowTextures(const ShadowTextureConfigList& config, |
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| 96 | ShadowTextureList& listToPopulate); |
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| 97 | |
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| 98 | /** Get an appropriately defined 'null' texture, i.e. one which will always |
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| 99 | result in no shadows. |
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| 100 | */ |
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| 101 | virtual TexturePtr getNullShadowTexture(PixelFormat format); |
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| 102 | |
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| 103 | /** Remove any shadow textures that are no longer being referenced. |
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| 104 | @remarks |
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| 105 | This should be called fairly regularly since references may take a |
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| 106 | little while to disappear in some cases (if referenced by materials) |
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| 107 | */ |
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| 108 | virtual void clearUnused(); |
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| 109 | /** Dereference all the shadow textures kept in this class and remove them |
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| 110 | from TextureManager; note that it is up to the SceneManagers to clear |
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| 111 | their local references. |
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| 112 | */ |
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| 113 | virtual void clear(); |
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| 114 | |
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| 115 | /** Override standard Singleton retrieval. |
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| 116 | @remarks |
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| 117 | Why do we do this? Well, it's because the Singleton |
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| 118 | implementation is in a .h file, which means it gets compiled |
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| 119 | into anybody who includes it. This is needed for the |
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| 120 | Singleton template to work, but we actually only want it |
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| 121 | compiled into the implementation of the class based on the |
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| 122 | Singleton, not all of them. If we don't change this, we get |
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| 123 | link errors when trying to use the Singleton-based class from |
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| 124 | an outside dll. |
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| 125 | @par |
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| 126 | This method just delegates to the template version anyway, |
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| 127 | but the implementation stays in this single compilation unit, |
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| 128 | preventing link errors. |
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| 129 | */ |
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| 130 | static ShadowTextureManager& getSingleton(void); |
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| 131 | /** Override standard Singleton retrieval. |
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| 132 | @remarks |
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| 133 | Why do we do this? Well, it's because the Singleton |
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| 134 | implementation is in a .h file, which means it gets compiled |
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| 135 | into anybody who includes it. This is needed for the |
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| 136 | Singleton template to work, but we actually only want it |
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| 137 | compiled into the implementation of the class based on the |
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| 138 | Singleton, not all of them. If we don't change this, we get |
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| 139 | link errors when trying to use the Singleton-based class from |
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| 140 | an outside dll. |
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| 141 | @par |
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| 142 | This method just delegates to the template version anyway, |
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| 143 | but the implementation stays in this single compilation unit, |
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| 144 | preventing link errors. |
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| 145 | */ |
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| 146 | static ShadowTextureManager* getSingletonPtr(void); |
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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 | /** @} */ |
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| 152 | } |
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| 153 | |
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| 154 | #include "OgreHeaderSuffix.h" |
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| 155 | |
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| 156 | #endif |
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| 157 | |
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