ruby-ogre 0.0.5-x86-linux → 0.1.0-x86-linux
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- data/README.md +27 -17
- data/Rakefile +80 -248
- data/lib/{version.rb → ruby-ogre/version.rb} +1 -1
- data/ruby-ogre-push.gemspec +30 -0
- metadata +23 -1623
- data/INSTALL.md +0 -24
- data/bindings/ogre/interface/AnyVALUE.h +0 -21
- data/bindings/ogre/interface/GLX/OgreConfigDialogImp.i +0 -8
- data/bindings/ogre/interface/GLX/OgreErrorDialogImp.i +0 -8
- data/bindings/ogre/interface/GLX/OgreTimerImp.i +0 -8
- data/bindings/ogre/interface/Ogre.i +0 -8
- data/bindings/ogre/interface/OgreAlignedAllocator.i +0 -10
- data/bindings/ogre/interface/OgreAnimable.i +0 -6
- data/bindings/ogre/interface/OgreAnimation.i +0 -8
- data/bindings/ogre/interface/OgreAnimationBlender.i +0 -8
- data/bindings/ogre/interface/OgreAnimationState.i +0 -31
- data/bindings/ogre/interface/OgreAnimationTrack.i +0 -6
- data/bindings/ogre/interface/OgreAny.i +0 -381
- data/bindings/ogre/interface/OgreArchive.i +0 -6
- data/bindings/ogre/interface/OgreArchiveFactory.i +0 -10
- data/bindings/ogre/interface/OgreArchiveManager.i +0 -8
- data/bindings/ogre/interface/OgreAtomicWrappers.i +0 -8
- data/bindings/ogre/interface/OgreAutoParamDataSource.i +0 -8
- data/bindings/ogre/interface/OgreAxisAlignedBox.i +0 -6
- data/bindings/ogre/interface/OgreBillboard.i +0 -8
- data/bindings/ogre/interface/OgreBillboardChain.i +0 -8
- data/bindings/ogre/interface/OgreBillboardParticleRenderer.i +0 -8
- data/bindings/ogre/interface/OgreBillboardSet.i +0 -8
- data/bindings/ogre/interface/OgreBitwise.i +0 -10
- data/bindings/ogre/interface/OgreBlendMode.i +0 -6
- data/bindings/ogre/interface/OgreBone.i +0 -8
- data/bindings/ogre/interface/OgreBorderPanelOverlayElement.i +0 -14
- data/bindings/ogre/interface/OgreBuildSettings.i +0 -8
- data/bindings/ogre/interface/OgreCamera.i +0 -6
- data/bindings/ogre/interface/OgreCodec.i +0 -8
- data/bindings/ogre/interface/OgreColourValue.i +0 -6
- data/bindings/ogre/interface/OgreCommon.i +0 -12
- data/bindings/ogre/interface/OgreCompositionPass.i +0 -8
- data/bindings/ogre/interface/OgreCompositionTargetPass.i +0 -8
- data/bindings/ogre/interface/OgreCompositionTechnique.i +0 -13
- data/bindings/ogre/interface/OgreCompositor.i +0 -8
- data/bindings/ogre/interface/OgreCompositorChain.i +0 -8
- data/bindings/ogre/interface/OgreCompositorInstance.i +0 -8
- data/bindings/ogre/interface/OgreCompositorLogic.i +0 -8
- data/bindings/ogre/interface/OgreCompositorManager.i +0 -8
- data/bindings/ogre/interface/OgreConfig.i +0 -8
- data/bindings/ogre/interface/OgreConfigDialog.i +0 -8
- data/bindings/ogre/interface/OgreConfigFile.i +0 -88
- data/bindings/ogre/interface/OgreConfigOptionMap.i +0 -6
- data/bindings/ogre/interface/OgreController.i +0 -8
- data/bindings/ogre/interface/OgreControllerManager.i +0 -8
- data/bindings/ogre/interface/OgreConvexBody.i +0 -8
- data/bindings/ogre/interface/OgreCustomCompositionPass.i +0 -8
- data/bindings/ogre/interface/OgreDDSCodec.i +0 -8
- data/bindings/ogre/interface/OgreDataStream.i +0 -6
- data/bindings/ogre/interface/OgreDefaultHardwareBufferManager.i +0 -8
- data/bindings/ogre/interface/OgreDeflate.i +0 -8
- data/bindings/ogre/interface/OgreDepthBuffer.i +0 -8
- data/bindings/ogre/interface/OgreDistanceLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgreDualQuaternion.i +0 -8
- data/bindings/ogre/interface/OgreDynLib.i +0 -8
- data/bindings/ogre/interface/OgreDynLibManager.i +0 -8
- data/bindings/ogre/interface/OgreEdgeListBuilder.i +0 -8
- data/bindings/ogre/interface/OgreEntity.i +0 -6
- data/bindings/ogre/interface/OgreErrorDialog.i +0 -8
- data/bindings/ogre/interface/OgreException.i +0 -8
- data/bindings/ogre/interface/OgreExternalTextureSource.i +0 -8
- data/bindings/ogre/interface/OgreExternalTextureSourceManager.i +0 -8
- data/bindings/ogre/interface/OgreFactoryObj.i +0 -8
- data/bindings/ogre/interface/OgreFileSystem.i +0 -8
- data/bindings/ogre/interface/OgreFont.i +0 -8
- data/bindings/ogre/interface/OgreFontManager.i +0 -8
- data/bindings/ogre/interface/OgreFrameListener.i +0 -9
- data/bindings/ogre/interface/OgreFreeImageCodec.i +0 -8
- data/bindings/ogre/interface/OgreFrustum.i +0 -6
- data/bindings/ogre/interface/OgreGpuProgram.i +0 -6
- data/bindings/ogre/interface/OgreGpuProgramManager.i +0 -8
- data/bindings/ogre/interface/OgreGpuProgramParams.i +0 -13
- data/bindings/ogre/interface/OgreGpuProgramUsage.i +0 -8
- data/bindings/ogre/interface/OgreHardwareBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareBufferManager.i +0 -8
- data/bindings/ogre/interface/OgreHardwareIndexBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareOcclusionQuery.i +0 -8
- data/bindings/ogre/interface/OgreHardwarePixelBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHardwareVertexBuffer.i +0 -6
- data/bindings/ogre/interface/OgreHeaderPrefix.i +0 -8
- data/bindings/ogre/interface/OgreHeaderSuffix.i +0 -8
- data/bindings/ogre/interface/OgreHighLevelGpuProgram.i +0 -8
- data/bindings/ogre/interface/OgreHighLevelGpuProgramManager.i +0 -8
- data/bindings/ogre/interface/OgreImage.i +0 -6
- data/bindings/ogre/interface/OgreImageCodec.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatch.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchHW.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchHW_VTF.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchShader.i +0 -8
- data/bindings/ogre/interface/OgreInstanceBatchVTF.i +0 -8
- data/bindings/ogre/interface/OgreInstanceManager.i +0 -8
- data/bindings/ogre/interface/OgreInstancedEntity.i +0 -8
- data/bindings/ogre/interface/OgreInstancedGeometry.i +0 -9
- data/bindings/ogre/interface/OgreIteratorRange.i +0 -8
- data/bindings/ogre/interface/OgreIteratorWrapper.i +0 -6
- data/bindings/ogre/interface/OgreIteratorWrappers.i +0 -8
- data/bindings/ogre/interface/OgreKeyFrame.i +0 -13
- data/bindings/ogre/interface/OgreLight.i +0 -6
- data/bindings/ogre/interface/OgreLodListener.i +0 -8
- data/bindings/ogre/interface/OgreLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgreLodStrategyManager.i +0 -10
- data/bindings/ogre/interface/OgreLog.i +0 -11
- data/bindings/ogre/interface/OgreLogManager.i +0 -8
- data/bindings/ogre/interface/OgreManualObject.i +0 -8
- data/bindings/ogre/interface/OgreMaterial.i +0 -17
- data/bindings/ogre/interface/OgreMaterialManager.i +0 -6
- data/bindings/ogre/interface/OgreMaterialSerializer.i +0 -8
- data/bindings/ogre/interface/OgreMath.i +0 -5
- data/bindings/ogre/interface/OgreMatrix3.i +0 -8
- data/bindings/ogre/interface/OgreMatrix4.i +0 -6
- data/bindings/ogre/interface/OgreMemoryAllocatedObject.i +0 -8
- data/bindings/ogre/interface/OgreMemoryAllocatorConfig.i +0 -7
- data/bindings/ogre/interface/OgreMemoryNedAlloc.i +0 -8
- data/bindings/ogre/interface/OgreMemoryNedPooling.i +0 -6
- data/bindings/ogre/interface/OgreMemorySTLAllocator.i +0 -5
- data/bindings/ogre/interface/OgreMemoryStdAlloc.i +0 -8
- data/bindings/ogre/interface/OgreMemoryTracker.i +0 -8
- data/bindings/ogre/interface/OgreMesh.i +0 -11
- data/bindings/ogre/interface/OgreMeshFileFormat.i +0 -8
- data/bindings/ogre/interface/OgreMeshManager.i +0 -6
- data/bindings/ogre/interface/OgreMeshSerializer.i +0 -8
- data/bindings/ogre/interface/OgreMeshSerializerImpl.i +0 -8
- data/bindings/ogre/interface/OgreMovableObject.i +0 -12
- data/bindings/ogre/interface/OgreMovablePlane.i +0 -8
- data/bindings/ogre/interface/OgreNode.i +0 -8
- data/bindings/ogre/interface/OgreNumerics.i +0 -8
- data/bindings/ogre/interface/OgreOptimisedUtil.i +0 -8
- data/bindings/ogre/interface/OgreOverlay.i +0 -6
- data/bindings/ogre/interface/OgreOverlayContainer.i +0 -37
- data/bindings/ogre/interface/OgreOverlayElement.i +0 -6
- data/bindings/ogre/interface/OgreOverlayElementCommands.i +0 -8
- data/bindings/ogre/interface/OgreOverlayElementFactory.i +0 -8
- data/bindings/ogre/interface/OgreOverlayManager.i +0 -20
- data/bindings/ogre/interface/OgrePanelOverlayElement.i +0 -14
- data/bindings/ogre/interface/OgreParticle.i +0 -8
- data/bindings/ogre/interface/OgreParticleAffector.i +0 -8
- data/bindings/ogre/interface/OgreParticleAffectorFactory.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitter.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitterCommands.i +0 -8
- data/bindings/ogre/interface/OgreParticleEmitterFactory.i +0 -8
- data/bindings/ogre/interface/OgreParticleIterator.i +0 -8
- data/bindings/ogre/interface/OgreParticleScriptCompiler.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystem.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystemManager.i +0 -8
- data/bindings/ogre/interface/OgreParticleSystemRenderer.i +0 -10
- data/bindings/ogre/interface/OgrePass.i +0 -6
- data/bindings/ogre/interface/OgrePatchMesh.i +0 -6
- data/bindings/ogre/interface/OgrePatchSurface.i +0 -6
- data/bindings/ogre/interface/OgrePixelCountLodStrategy.i +0 -8
- data/bindings/ogre/interface/OgrePixelFormat.i +0 -6
- data/bindings/ogre/interface/OgrePlane.i +0 -6
- data/bindings/ogre/interface/OgrePlaneBoundedVolume.i +0 -6
- data/bindings/ogre/interface/OgrePlatform.i +0 -6
- data/bindings/ogre/interface/OgrePlatformInformation.i +0 -8
- data/bindings/ogre/interface/OgrePlugin.i +0 -8
- data/bindings/ogre/interface/OgrePolygon.i +0 -8
- data/bindings/ogre/interface/OgrePose.i +0 -6
- data/bindings/ogre/interface/OgrePredefinedControllers.i +0 -8
- data/bindings/ogre/interface/OgrePrefabFactory.i +0 -8
- data/bindings/ogre/interface/OgrePrerequisites.i +0 -11
- data/bindings/ogre/interface/OgreProfiler.i +0 -8
- data/bindings/ogre/interface/OgreProgressiveMesh.i +0 -8
- data/bindings/ogre/interface/OgreQuaternion.i +0 -6
- data/bindings/ogre/interface/OgreRadixSort.i +0 -8
- data/bindings/ogre/interface/OgreRay.i +0 -8
- data/bindings/ogre/interface/OgreRectangle.i +0 -6
- data/bindings/ogre/interface/OgreRectangle2D.i +0 -6
- data/bindings/ogre/interface/OgreRenderObjectListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderOperation.i +0 -8
- data/bindings/ogre/interface/OgreRenderQueue.i +0 -6
- data/bindings/ogre/interface/OgreRenderQueueInvocation.i +0 -8
- data/bindings/ogre/interface/OgreRenderQueueListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderQueueSortingGrouping.i +0 -11
- data/bindings/ogre/interface/OgreRenderSystem.i +0 -23
- data/bindings/ogre/interface/OgreRenderSystemCapabilities.i +0 -6
- data/bindings/ogre/interface/OgreRenderSystemCapabilitiesManager.i +0 -8
- data/bindings/ogre/interface/OgreRenderSystemCapabilitiesSerializer.i +0 -8
- data/bindings/ogre/interface/OgreRenderTarget.i +0 -6
- data/bindings/ogre/interface/OgreRenderTargetListener.i +0 -10
- data/bindings/ogre/interface/OgreRenderTexture.i +0 -8
- data/bindings/ogre/interface/OgreRenderToVertexBuffer.i +0 -8
- data/bindings/ogre/interface/OgreRenderWindow.i +0 -6
- data/bindings/ogre/interface/OgreRenderable.i +0 -6
- data/bindings/ogre/interface/OgreResource.i +0 -9
- data/bindings/ogre/interface/OgreResourceBackgroundQueue.i +0 -8
- data/bindings/ogre/interface/OgreResourceGroupManager.i +0 -20
- data/bindings/ogre/interface/OgreResourceManager.i +0 -30
- data/bindings/ogre/interface/OgreRibbonTrail.i +0 -17
- data/bindings/ogre/interface/OgreRoot.i +0 -44
- data/bindings/ogre/interface/OgreRotationalSpline.i +0 -8
- data/bindings/ogre/interface/OgreSceneManager.i +0 -59
- data/bindings/ogre/interface/OgreSceneManagerEnumerator.i +0 -11
- data/bindings/ogre/interface/OgreSceneNode.i +0 -9
- data/bindings/ogre/interface/OgreSceneQuery.i +0 -6
- data/bindings/ogre/interface/OgreScriptCompiler.i +0 -11
- data/bindings/ogre/interface/OgreScriptLexer.i +0 -8
- data/bindings/ogre/interface/OgreScriptLoader.i +0 -8
- data/bindings/ogre/interface/OgreScriptParser.i +0 -8
- data/bindings/ogre/interface/OgreScriptTranslator.i +0 -8
- data/bindings/ogre/interface/OgreSearchOps.i +0 -8
- data/bindings/ogre/interface/OgreSerializer.i +0 -6
- data/bindings/ogre/interface/OgreShadowCameraSetup.i +0 -6
- data/bindings/ogre/interface/OgreShadowCameraSetupFocused.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupLiSPSM.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupPSSM.i +0 -8
- data/bindings/ogre/interface/OgreShadowCameraSetupPlaneOptimal.i +0 -8
- data/bindings/ogre/interface/OgreShadowCaster.i +0 -8
- data/bindings/ogre/interface/OgreShadowTextureManager.i +0 -6
- data/bindings/ogre/interface/OgreShadowVolumeExtrudeProgram.i +0 -8
- data/bindings/ogre/interface/OgreSharedPtr.i +0 -6
- data/bindings/ogre/interface/OgreSimpleRenderable.i +0 -6
- data/bindings/ogre/interface/OgreSimpleSpline.i +0 -8
- data/bindings/ogre/interface/OgreSingleton.i +0 -8
- data/bindings/ogre/interface/OgreSkeleton.i +0 -6
- data/bindings/ogre/interface/OgreSkeletonFileFormat.i +0 -8
- data/bindings/ogre/interface/OgreSkeletonInstance.i +0 -6
- data/bindings/ogre/interface/OgreSkeletonManager.i +0 -8
- data/bindings/ogre/interface/OgreSkeletonSerializer.i +0 -8
- data/bindings/ogre/interface/OgreSmallVector.i +0 -8
- data/bindings/ogre/interface/OgreSphere.i +0 -8
- data/bindings/ogre/interface/OgreSpotShadowFadePng.i +0 -8
- data/bindings/ogre/interface/OgreStableHeaders.i +0 -8
- data/bindings/ogre/interface/OgreStaticFaceGroup.i +0 -8
- data/bindings/ogre/interface/OgreStaticGeometry.i +0 -13
- data/bindings/ogre/interface/OgreStaticPluginLoader.i +0 -8
- data/bindings/ogre/interface/OgreStdHeaders.i +0 -8
- data/bindings/ogre/interface/OgreStreamSerialiser.i +0 -8
- data/bindings/ogre/interface/OgreString.i +0 -6
- data/bindings/ogre/interface/OgreStringConverter.i +0 -8
- data/bindings/ogre/interface/OgreStringInterface.i +0 -8
- data/bindings/ogre/interface/OgreStringVector.i +0 -22
- data/bindings/ogre/interface/OgreSubEntity.i +0 -8
- data/bindings/ogre/interface/OgreSubMesh.i +0 -8
- data/bindings/ogre/interface/OgreTagPoint.i +0 -8
- data/bindings/ogre/interface/OgreTangentSpaceCalc.i +0 -8
- data/bindings/ogre/interface/OgreTechnique.i +0 -18
- data/bindings/ogre/interface/OgreTextAreaOverlayElement.i +0 -8
- data/bindings/ogre/interface/OgreTexture.i +0 -6
- data/bindings/ogre/interface/OgreTextureManager.i +0 -6
- data/bindings/ogre/interface/OgreTextureUnitState.i +0 -6
- data/bindings/ogre/interface/OgreTimer.i +0 -8
- data/bindings/ogre/interface/OgreUTFString.i +0 -26
- data/bindings/ogre/interface/OgreUnifiedHighLevelGpuProgram.i +0 -10
- data/bindings/ogre/interface/OgreUserObjectBindings.i +0 -8
- data/bindings/ogre/interface/OgreVector2.i +0 -8
- data/bindings/ogre/interface/OgreVector3.i +0 -9
- data/bindings/ogre/interface/OgreVector4.i +0 -8
- data/bindings/ogre/interface/OgreVertexBoneAssignment.i +0 -6
- data/bindings/ogre/interface/OgreVertexIndexData.i +0 -8
- data/bindings/ogre/interface/OgreViewport.i +0 -6
- data/bindings/ogre/interface/OgreWindowEventUtilities.i +0 -6
- data/bindings/ogre/interface/OgreWireBoundingBox.i +0 -8
- data/bindings/ogre/interface/OgreWorkQueue.i +0 -8
- data/bindings/ogre/interface/OgreZip.i +0 -12
- data/bindings/ogre/interface/Paging/OgreGrid2DPageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgreGrid3DPageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePage.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageConnection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContent.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentCollection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentCollectionFactory.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageContentFactory.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageFileFormats.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageManager.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePageStrategy.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagedWorld.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagedWorldSection.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePaging.i +0 -8
- data/bindings/ogre/interface/Paging/OgrePagingPrerequisites.i +0 -8
- data/bindings/ogre/interface/Paging/OgreSimplePageContentCollection.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreRTShaderSystem.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderCGProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExDualQuaternionSkinning.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinning.i +0 -10
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExHardwareSkinningTechnique.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExIntegratedPSSM3.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLayeredBlending.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExLinearSkinning.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExNormalMapLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExPerPixelLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderExTextureAtlasSampler.i +0 -10
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPColour.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPFog.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPLighting.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderState.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPRenderStateBuilder.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTexturing.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFFPTransform.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunction.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderFunctionAtom.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLESProgramWriter.i +0 -11
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGLSLProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderGenerator.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderHLSLProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderMaterialSerializerListener.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderParameter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderPrerequisites.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgram.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramManager.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramProcessor.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramSet.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramWriter.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderProgramWriterManager.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderRenderState.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderScriptTranslator.i +0 -8
- data/bindings/ogre/interface/RTShaderSystem/OgreShaderSubRenderState.i +0 -8
- data/bindings/ogre/interface/Rakefile +0 -22
- data/bindings/ogre/interface/Terrain/OgreTerrain.i +0 -14
- data/bindings/ogre/interface/Terrain/OgreTerrainGroup.i +0 -79
- data/bindings/ogre/interface/Terrain/OgreTerrainLayerBlendMap.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainMaterialGenerator.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainMaterialGeneratorA.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPagedWorldSection.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPaging.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainPrerequisites.i +0 -8
- data/bindings/ogre/interface/Terrain/OgreTerrainQuadTreeNode.i +0 -8
- data/bindings/ogre/interface/Threading/OgreDefaultWorkQueue.i +0 -8
- data/bindings/ogre/interface/Threading/OgreDefaultWorkQueueStandard.i +0 -8
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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The above copyright notice and this permission notice shall be included in
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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#ifndef __RotationalSpline_H__
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#define __RotationalSpline_H__
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#include "OgrePrerequisites.h"
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namespace Ogre {
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/** \addtogroup Math
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/** This class interpolates orientations (rotations) along a spline using
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derivatives of quaternions.
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@remarks
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smoothly over a spline. Whilst SimpleSpline deals with positions (the normal
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sense we think about splines), this class interpolates orientations. The
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theory is identical, except we're now in 4-dimensional space instead of 3.
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@par
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In positional splines, we use the points and tangents on those points to generate
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control points for the spline. In this case, we use quaternions and derivatives
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of the quaternions (i.e. the rate and direction of change at each point). This is the
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same as SimpleSpline since a tangent is a derivative of a position. We effectively
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class _OgreExport RotationalSpline
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RotationalSpline();
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~RotationalSpline();
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/** Adds a control point to the end of the spline. */
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void addPoint(const Quaternion& p);
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/** Gets the detail of one of the control points of the spline. */
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const Quaternion& getPoint(unsigned short index) const;
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unsigned short getNumPoints(void) const;
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/** Clears all the points in the spline. */
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void clear(void);
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void updatePoint(unsigned short index, const Quaternion& value);
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whole length of the spline, this method returns an interpolated point.
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Quaternion interpolate(Real t, bool useShortestPath=true);
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Quaternion interpolate(unsigned int fromIndex, Real t, bool useShortestPath=true);
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void setAutoCalculate(bool autoCalc);
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/** Recalculates the tangents associated with this spline.
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void recalcTangents(void);
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bool mAutoCalc;
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vector<Quaternion>::type mPoints;
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vector<Quaternion>::type mTangents;
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/** @} */
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/** @} */
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This source file is a part of OGRE
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2012 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE
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You may alternatively use this source under the terms of a specific version of
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the OGRE Unrestricted License provided you have obtained such a license from
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Torus Knot Software Ltd.
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-------------------------------------------------------------------------*/
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#ifndef __SceneManager_H__
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#define __SceneManager_H__
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// Precompiler options
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#include "OgrePrerequisites.h"
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#include "OgreString.h"
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#include "OgreSceneNode.h"
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#include "OgrePlane.h"
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#include "OgreQuaternion.h"
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#include "OgreColourValue.h"
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#include "OgreCommon.h"
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#include "OgreSceneQuery.h"
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#include "OgreAutoParamDataSource.h"
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#include "OgreAnimationState.h"
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#include "OgreRenderQueue.h"
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#include "OgreRenderQueueSortingGrouping.h"
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#include "OgreRectangle2D.h"
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#include "OgrePixelFormat.h"
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#include "OgreResourceGroupManager.h"
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#include "OgreTexture.h"
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#include "OgreShadowCameraSetup.h"
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#include "OgreShadowTextureManager.h"
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#include "OgreCamera.h"
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#include "OgreInstancedGeometry.h"
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#include "OgreLodListener.h"
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#include "OgreInstanceManager.h"
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#include "OgreRenderSystem.h"
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namespace Ogre {
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/** \addtogroup Core
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* @{
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*/
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/** \addtogroup Scene
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* @{
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*/
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/** Structure for holding a position & orientation pair. */
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struct ViewPoint
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{
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Vector3 position;
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Quaternion orientation;
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};
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// Forward declarations
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class DefaultIntersectionSceneQuery;
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class DefaultRaySceneQuery;
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class DefaultSphereSceneQuery;
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class DefaultAxisAlignedBoxSceneQuery;
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class CompositorChain;
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/** Structure collecting together information about the visible objects
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that have been discovered in a scene.
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*/
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struct _OgreExport VisibleObjectsBoundsInfo
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{
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/// The axis-aligned bounds of the visible objects
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AxisAlignedBox aabb;
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/// The axis-aligned bounds of the visible shadow receiver objects
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AxisAlignedBox receiverAabb;
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/// The closest a visible object is to the camera
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Real minDistance;
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/// The farthest a visible objects is from the camera
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Real maxDistance;
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/// The closest a object in the frustum regardless of visibility / shadow caster flags
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Real minDistanceInFrustum;
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/// The farthest object in the frustum regardless of visibility / shadow caster flags
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Real maxDistanceInFrustum;
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VisibleObjectsBoundsInfo();
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void reset();
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void merge(const AxisAlignedBox& boxBounds, const Sphere& sphereBounds,
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const Camera* cam, bool receiver=true);
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/** Merge an object that is not being rendered because it's not a shadow caster,
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but is a shadow receiver so should be included in the range.
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*/
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void mergeNonRenderedButInFrustum(const AxisAlignedBox& boxBounds,
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const Sphere& sphereBounds, const Camera* cam);
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};
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/** Manages the organisation and rendering of a 'scene' i.e. a collection
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of objects and potentially world geometry.
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@remarks
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This class defines the interface and the basic behaviour of a
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'Scene Manager'. A SceneManager organises the culling and rendering of
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the scene, in conjunction with the RenderQueue. This class is designed
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to be extended through subclassing in order to provide more specialised
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scene organisation structures for particular needs. The default
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SceneManager culls based on a hierarchy of node bounding boxes, other
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implementations can use an octree (@see OctreeSceneManager), a BSP
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tree (@see BspSceneManager), and many other options. New SceneManager
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implementations can be added at runtime by plugins, see
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SceneManagerEnumerator for the interfaces for adding new SceneManager
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types.
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@par
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There is a distinction between 'objects' (which subclass MovableObject,
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and are movable, discrete objects in the world), and 'world geometry',
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which is large, generally static geometry. World geometry tends to
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influence the SceneManager organisational structure (e.g. lots of indoor
|
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static geometry might result in a spatial tree structure) and as such
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world geometry is generally tied to a given SceneManager implementation,
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whilst MovableObject instances can be used with any SceneManager.
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Subclasses are free to define world geometry however they please.
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@par
|
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Multiple SceneManager instances can exist at one time, each one with
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a distinct scene. Which SceneManager is used to render a scene is
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dependent on the Camera, which will always call back the SceneManager
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which created it to render the scene.
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*/
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class _OgreExport SceneManager : public SceneMgtAlloc
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{
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public:
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/// Query type mask which will be used for world geometry @see SceneQuery
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static uint32 WORLD_GEOMETRY_TYPE_MASK;
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/// Query type mask which will be used for entities @see SceneQuery
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static uint32 ENTITY_TYPE_MASK;
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/// Query type mask which will be used for effects like billboardsets / particle systems @see SceneQuery
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static uint32 FX_TYPE_MASK;
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/// Query type mask which will be used for StaticGeometry @see SceneQuery
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static uint32 STATICGEOMETRY_TYPE_MASK;
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/// Query type mask which will be used for lights @see SceneQuery
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static uint32 LIGHT_TYPE_MASK;
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/// Query type mask which will be used for frusta and cameras @see SceneQuery
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static uint32 FRUSTUM_TYPE_MASK;
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/// User type mask limit
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static uint32 USER_TYPE_MASK_LIMIT;
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/** Comparator for material map, for sorting materials into render order (e.g. transparent last).
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*/
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struct materialLess
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{
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_OgreExport bool operator()(const Material* x, const Material* y) const;
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};
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/// Comparator for sorting lights relative to a point
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struct lightLess
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{
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_OgreExport bool operator()(const Light* a, const Light* b) const;
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};
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/// Describes the stage of rendering when performing complex illumination
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enum IlluminationRenderStage
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{
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/// No special illumination stage
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IRS_NONE,
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/// Render to texture stage, used for texture based shadows
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IRS_RENDER_TO_TEXTURE,
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/// Render from shadow texture to receivers stage
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IRS_RENDER_RECEIVER_PASS
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};
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/** Enumeration of the possible modes allowed for processing the special case
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render queue list.
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@see SceneManager::setSpecialCaseRenderQueueMode
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*/
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enum SpecialCaseRenderQueueMode
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{
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/// Render only the queues in the special case list
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SCRQM_INCLUDE,
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/// Render all except the queues in the special case list
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SCRQM_EXCLUDE
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};
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struct SkyDomeGenParameters
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{
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Real skyDomeCurvature;
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Real skyDomeTiling;
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Real skyDomeDistance;
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int skyDomeXSegments;
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int skyDomeYSegments;
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int skyDomeYSegments_keep;
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};
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struct SkyPlaneGenParameters
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{
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Real skyPlaneScale;
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Real skyPlaneTiling;
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Real skyPlaneBow;
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int skyPlaneXSegments;
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int skyPlaneYSegments;
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};
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|
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struct SkyBoxGenParameters
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{
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Real skyBoxDistance;
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};
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/** Class that allows listening in on the various stages of SceneManager
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processing, so that custom behaviour can be implemented from outside.
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*/
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class Listener
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{
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public:
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Listener() {}
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virtual ~Listener() {}
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/** Called prior to updating the scene graph in this SceneManager.
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@remarks
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This is called before updating the scene graph for a camera.
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@param source The SceneManager instance raising this event.
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@param camera The camera being updated.
|
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*/
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virtual void preUpdateSceneGraph(SceneManager* source, Camera* camera)
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{ (void)source; (void)camera; }
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/** Called after updating the scene graph in this SceneManager.
|
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@remarks
|
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This is called after updating the scene graph for a camera.
|
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@param source The SceneManager instance raising this event.
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@param camera The camera being updated.
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*/
|
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virtual void postUpdateSceneGraph(SceneManager* source, Camera* camera)
|
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{ (void)source; (void)camera; }
|
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|
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/** Called prior to searching for visible objects in this SceneManager.
|
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@remarks
|
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Note that the render queue at this stage will be full of the last
|
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|
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render's contents and will be cleared after this method is called.
|
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@param source The SceneManager instance raising this event.
|
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@param irs The stage of illumination being dealt with. IRS_NONE for
|
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a regular render, IRS_RENDER_TO_TEXTURE for a shadow caster render.
|
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@param v The viewport being updated. You can get the camera from here.
|
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|
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*/
|
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|
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virtual void preFindVisibleObjects(SceneManager* source,
|
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IlluminationRenderStage irs, Viewport* v)
|
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{ (void)source; (void)irs; (void)v; }
|
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|
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|
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|
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/** Called after searching for visible objects in this SceneManager.
|
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|
-
@remarks
|
258
|
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Note that the render queue at this stage will be full of the current
|
259
|
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scenes contents, ready for rendering. You may manually add renderables
|
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|
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to this queue if you wish.
|
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|
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@param source The SceneManager instance raising this event.
|
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|
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@param irs The stage of illumination being dealt with. IRS_NONE for
|
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a regular render, IRS_RENDER_TO_TEXTURE for a shadow caster render.
|
264
|
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@param v The viewport being updated. You can get the camera from here.
|
265
|
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*/
|
266
|
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virtual void postFindVisibleObjects(SceneManager* source,
|
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|
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IlluminationRenderStage irs, Viewport* v)
|
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|
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{ (void)source; (void)irs; (void)v; }
|
269
|
-
|
270
|
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/** Event raised after all shadow textures have been rendered into for
|
271
|
-
all queues / targets but before any other geometry has been rendered
|
272
|
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(including main scene geometry and any additional shadow receiver
|
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|
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passes).
|
274
|
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@remarks
|
275
|
-
This callback is useful for those that wish to perform some
|
276
|
-
additional processing on shadow textures before they are used to
|
277
|
-
render shadows. For example you could perform some filtering by
|
278
|
-
rendering the existing shadow textures into another alternative
|
279
|
-
shadow texture with a shader.]
|
280
|
-
@note
|
281
|
-
This event will only be fired when texture shadows are in use.
|
282
|
-
@param numberOfShadowTextures The number of shadow textures in use
|
283
|
-
*/
|
284
|
-
virtual void shadowTexturesUpdated(size_t numberOfShadowTextures)
|
285
|
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{ (void)numberOfShadowTextures; }
|
286
|
-
|
287
|
-
/** This event occurs just before the view & projection matrices are
|
288
|
-
set for rendering into a shadow texture.
|
289
|
-
@remarks
|
290
|
-
You can use this event hook to perform some custom processing,
|
291
|
-
such as altering the camera being used for rendering the light's
|
292
|
-
view, including setting custom view & projection matrices if you
|
293
|
-
want to perform an advanced shadow technique.
|
294
|
-
@note
|
295
|
-
This event will only be fired when texture shadows are in use.
|
296
|
-
@param light Pointer to the light for which shadows are being rendered
|
297
|
-
@param camera Pointer to the camera being used to render
|
298
|
-
@param iteration For lights that use multiple shadow textures, the iteration number
|
299
|
-
*/
|
300
|
-
virtual void shadowTextureCasterPreViewProj(Light* light,
|
301
|
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Camera* camera, size_t iteration)
|
302
|
-
{ (void)light; (void)camera; (void)iteration; }
|
303
|
-
|
304
|
-
/** This event occurs just before the view & projection matrices are
|
305
|
-
set for re-rendering a shadow receiver.
|
306
|
-
@remarks
|
307
|
-
You can use this event hook to perform some custom processing,
|
308
|
-
such as altering the projection frustum being used for rendering
|
309
|
-
the shadow onto the receiver to perform an advanced shadow
|
310
|
-
technique.
|
311
|
-
@note
|
312
|
-
This event will only be fired when texture shadows are in use.
|
313
|
-
@param light Pointer to the light for which shadows are being rendered
|
314
|
-
@param frustum Pointer to the projection frustum being used to project
|
315
|
-
the shadow texture
|
316
|
-
*/
|
317
|
-
virtual void shadowTextureReceiverPreViewProj(Light* light,
|
318
|
-
Frustum* frustum)
|
319
|
-
{ (void)light; (void)frustum; }
|
320
|
-
|
321
|
-
/** Hook to allow the listener to override the ordering of lights for
|
322
|
-
the entire frustum.
|
323
|
-
@remarks
|
324
|
-
Whilst ordinarily lights are sorted per rendered object
|
325
|
-
(@see MovableObject::queryLights), texture shadows adds another issue
|
326
|
-
in that, given there is a finite number of shadow textures, we must
|
327
|
-
choose which lights to render texture shadows from based on the entire
|
328
|
-
frustum. These lights should always be listed first in every objects
|
329
|
-
own list, followed by any other lights which will not cast texture
|
330
|
-
shadows (either because they have shadow casting off, or there aren't
|
331
|
-
enough shadow textures to service them).
|
332
|
-
@par
|
333
|
-
This hook allows you to override the detailed ordering of the lights
|
334
|
-
per frustum. The default ordering is shadow casters first (which you
|
335
|
-
must also respect if you override this method), and ordered
|
336
|
-
by distance from the camera within those 2 groups. Obviously the closest
|
337
|
-
lights with shadow casting enabled will be listed first. Only lights
|
338
|
-
within the range of the frustum will be in the list.
|
339
|
-
@param lightList The list of lights within range of the frustum which you
|
340
|
-
may sort.
|
341
|
-
@return true if you sorted the list, false otherwise.
|
342
|
-
*/
|
343
|
-
virtual bool sortLightsAffectingFrustum(LightList& lightList)
|
344
|
-
{ (void)lightList; return false; }
|
345
|
-
|
346
|
-
/** Event notifying the listener of the SceneManager's destruction. */
|
347
|
-
virtual void sceneManagerDestroyed(SceneManager* source)
|
348
|
-
{ (void)source; }
|
349
|
-
};
|
350
|
-
|
351
|
-
/** Inner helper class to implement the visitor pattern for rendering objects
|
352
|
-
in a queue.
|
353
|
-
*/
|
354
|
-
class _OgreExport SceneMgrQueuedRenderableVisitor : public QueuedRenderableVisitor
|
355
|
-
{
|
356
|
-
protected:
|
357
|
-
/// Pass that was actually used at the grouping level
|
358
|
-
const Pass* mUsedPass;
|
359
|
-
public:
|
360
|
-
SceneMgrQueuedRenderableVisitor()
|
361
|
-
:transparentShadowCastersMode(false) {}
|
362
|
-
~SceneMgrQueuedRenderableVisitor() {}
|
363
|
-
void visit(Renderable* r);
|
364
|
-
bool visit(const Pass* p);
|
365
|
-
void visit(RenderablePass* rp);
|
366
|
-
|
367
|
-
/// Target SM to send renderables to
|
368
|
-
SceneManager* targetSceneMgr;
|
369
|
-
/// Are we in transparent shadow caster mode?
|
370
|
-
bool transparentShadowCastersMode;
|
371
|
-
/// Automatic light handling?
|
372
|
-
bool autoLights;
|
373
|
-
/// Manual light list
|
374
|
-
const LightList* manualLightList;
|
375
|
-
/// Scissoring if requested?
|
376
|
-
bool scissoring;
|
377
|
-
|
378
|
-
};
|
379
|
-
/// Allow visitor helper to access protected methods
|
380
|
-
friend class SceneMgrQueuedRenderableVisitor;
|
381
|
-
|
382
|
-
protected:
|
383
|
-
|
384
|
-
/// Subclasses can override this to ensure their specialised SceneNode is used.
|
385
|
-
virtual SceneNode* createSceneNodeImpl(void);
|
386
|
-
/// Subclasses can override this to ensure their specialised SceneNode is used.
|
387
|
-
virtual SceneNode* createSceneNodeImpl(const String& name);
|
388
|
-
|
389
|
-
/// Instance name
|
390
|
-
String mName;
|
391
|
-
|
392
|
-
/// Queue of objects for rendering
|
393
|
-
RenderQueue* mRenderQueue;
|
394
|
-
bool mLastRenderQueueInvocationCustom;
|
395
|
-
|
396
|
-
/// Current ambient light, cached for RenderSystem
|
397
|
-
ColourValue mAmbientLight;
|
398
|
-
|
399
|
-
/// The rendering system to send the scene to
|
400
|
-
RenderSystem *mDestRenderSystem;
|
401
|
-
|
402
|
-
typedef map<String, Camera* >::type CameraList;
|
403
|
-
|
404
|
-
/** Central list of cameras - for easy memory management and lookup.
|
405
|
-
*/
|
406
|
-
CameraList mCameras;
|
407
|
-
|
408
|
-
typedef map<String, StaticGeometry* >::type StaticGeometryList;
|
409
|
-
StaticGeometryList mStaticGeometryList;
|
410
|
-
typedef map<String, InstancedGeometry* >::type InstancedGeometryList;
|
411
|
-
InstancedGeometryList mInstancedGeometryList;
|
412
|
-
|
413
|
-
typedef map<String, InstanceManager*>::type InstanceManagerMap;
|
414
|
-
InstanceManagerMap mInstanceManagerMap;
|
415
|
-
|
416
|
-
typedef map<String, SceneNode*>::type SceneNodeList;
|
417
|
-
|
418
|
-
/** Central list of SceneNodes - for easy memory management.
|
419
|
-
@note
|
420
|
-
Note that this list is used only for memory management; the structure of the scene
|
421
|
-
is held using the hierarchy of SceneNodes starting with the root node. However you
|
422
|
-
can look up nodes this way.
|
423
|
-
*/
|
424
|
-
SceneNodeList mSceneNodes;
|
425
|
-
|
426
|
-
/// Camera in progress
|
427
|
-
Camera* mCameraInProgress;
|
428
|
-
/// Current Viewport
|
429
|
-
Viewport* mCurrentViewport;
|
430
|
-
|
431
|
-
/// Root scene node
|
432
|
-
SceneNode* mSceneRoot;
|
433
|
-
|
434
|
-
/// Autotracking scene nodes
|
435
|
-
typedef set<SceneNode*>::type AutoTrackingSceneNodes;
|
436
|
-
AutoTrackingSceneNodes mAutoTrackingSceneNodes;
|
437
|
-
|
438
|
-
// Sky params
|
439
|
-
// Sky plane
|
440
|
-
Entity* mSkyPlaneEntity;
|
441
|
-
Entity* mSkyDomeEntity[5];
|
442
|
-
ManualObject* mSkyBoxObj;
|
443
|
-
|
444
|
-
SceneNode* mSkyPlaneNode;
|
445
|
-
SceneNode* mSkyDomeNode;
|
446
|
-
SceneNode* mSkyBoxNode;
|
447
|
-
|
448
|
-
// Sky plane
|
449
|
-
bool mSkyPlaneEnabled;
|
450
|
-
uint8 mSkyPlaneRenderQueue;
|
451
|
-
Plane mSkyPlane;
|
452
|
-
SkyPlaneGenParameters mSkyPlaneGenParameters;
|
453
|
-
// Sky box
|
454
|
-
bool mSkyBoxEnabled;
|
455
|
-
uint8 mSkyBoxRenderQueue;
|
456
|
-
Quaternion mSkyBoxOrientation;
|
457
|
-
SkyBoxGenParameters mSkyBoxGenParameters;
|
458
|
-
// Sky dome
|
459
|
-
bool mSkyDomeEnabled;
|
460
|
-
uint8 mSkyDomeRenderQueue;
|
461
|
-
Quaternion mSkyDomeOrientation;
|
462
|
-
SkyDomeGenParameters mSkyDomeGenParameters;
|
463
|
-
|
464
|
-
// Fog
|
465
|
-
FogMode mFogMode;
|
466
|
-
ColourValue mFogColour;
|
467
|
-
Real mFogStart;
|
468
|
-
Real mFogEnd;
|
469
|
-
Real mFogDensity;
|
470
|
-
|
471
|
-
typedef set<uint8>::type SpecialCaseRenderQueueList;
|
472
|
-
SpecialCaseRenderQueueList mSpecialCaseQueueList;
|
473
|
-
SpecialCaseRenderQueueMode mSpecialCaseQueueMode;
|
474
|
-
uint8 mWorldGeometryRenderQueue;
|
475
|
-
|
476
|
-
unsigned long mLastFrameNumber;
|
477
|
-
Matrix4 mTempXform[256];
|
478
|
-
bool mResetIdentityView;
|
479
|
-
bool mResetIdentityProj;
|
480
|
-
|
481
|
-
bool mNormaliseNormalsOnScale;
|
482
|
-
bool mFlipCullingOnNegativeScale;
|
483
|
-
CullingMode mPassCullingMode;
|
484
|
-
|
485
|
-
protected:
|
486
|
-
|
487
|
-
/** Visible objects bounding box list.
|
488
|
-
@remarks
|
489
|
-
Holds an ABB for each camera that contains the physical extends of the visible
|
490
|
-
scene elements by each camera. The map is crucial for shadow algorithms which
|
491
|
-
have a focus step to limit the shadow sample distribution to only valid visible
|
492
|
-
scene elements.
|
493
|
-
*/
|
494
|
-
typedef map< const Camera*, VisibleObjectsBoundsInfo>::type CamVisibleObjectsMap;
|
495
|
-
CamVisibleObjectsMap mCamVisibleObjectsMap;
|
496
|
-
|
497
|
-
/** ShadowCamera to light mapping */
|
498
|
-
typedef map< const Camera*, const Light* >::type ShadowCamLightMapping;
|
499
|
-
ShadowCamLightMapping mShadowCamLightMapping;
|
500
|
-
|
501
|
-
/// Array defining shadow count per light type.
|
502
|
-
size_t mShadowTextureCountPerType[3];
|
503
|
-
|
504
|
-
/// Array defining shadow texture index in light list.
|
505
|
-
vector<size_t>::type mShadowTextureIndexLightList;
|
506
|
-
|
507
|
-
/// Cached light information, used to tracking light's changes
|
508
|
-
struct _OgreExport LightInfo
|
509
|
-
{
|
510
|
-
Light* light; // Just a pointer for comparison, the light might destroyed for some reason
|
511
|
-
int type; // Use int instead of Light::LightTypes to avoid header file dependence
|
512
|
-
Real range; // Sets to zero if directional light
|
513
|
-
Vector3 position; // Sets to zero if directional light
|
514
|
-
uint32 lightMask; // Light mask
|
515
|
-
|
516
|
-
bool operator== (const LightInfo& rhs) const
|
517
|
-
{
|
518
|
-
return light == rhs.light && type == rhs.type &&
|
519
|
-
range == rhs.range && position == rhs.position && lightMask == rhs.lightMask;
|
520
|
-
}
|
521
|
-
|
522
|
-
bool operator!= (const LightInfo& rhs) const
|
523
|
-
{
|
524
|
-
return !(*this == rhs);
|
525
|
-
}
|
526
|
-
};
|
527
|
-
|
528
|
-
typedef vector<LightInfo>::type LightInfoList;
|
529
|
-
|
530
|
-
LightList mLightsAffectingFrustum;
|
531
|
-
LightInfoList mCachedLightInfos;
|
532
|
-
LightInfoList mTestLightInfos; // potentially new list
|
533
|
-
ulong mLightsDirtyCounter;
|
534
|
-
LightList mShadowTextureCurrentCasterLightList;
|
535
|
-
|
536
|
-
typedef map<String, MovableObject*>::type MovableObjectMap;
|
537
|
-
/// Simple structure to hold MovableObject map and a mutex to go with it.
|
538
|
-
struct MovableObjectCollection
|
539
|
-
{
|
540
|
-
MovableObjectMap map;
|
541
|
-
OGRE_MUTEX(mutex)
|
542
|
-
};
|
543
|
-
typedef map<String, MovableObjectCollection*>::type MovableObjectCollectionMap;
|
544
|
-
MovableObjectCollectionMap mMovableObjectCollectionMap;
|
545
|
-
NameGenerator mMovableNameGenerator;
|
546
|
-
/** Gets the movable object collection for the given type name.
|
547
|
-
@remarks
|
548
|
-
This method create new collection if the collection does not exist.
|
549
|
-
*/
|
550
|
-
MovableObjectCollection* getMovableObjectCollection(const String& typeName);
|
551
|
-
/** Gets the movable object collection for the given type name.
|
552
|
-
@remarks
|
553
|
-
This method throw exception if the collection does not exist.
|
554
|
-
*/
|
555
|
-
const MovableObjectCollection* getMovableObjectCollection(const String& typeName) const;
|
556
|
-
/// Mutex over the collection of MovableObject types
|
557
|
-
OGRE_MUTEX(mMovableObjectCollectionMapMutex)
|
558
|
-
|
559
|
-
/** Internal method for initialising the render queue.
|
560
|
-
@remarks
|
561
|
-
Subclasses can use this to install their own RenderQueue implementation.
|
562
|
-
*/
|
563
|
-
virtual void initRenderQueue(void);
|
564
|
-
/// A pass designed to let us render shadow colour on white for texture shadows
|
565
|
-
Pass* mShadowCasterPlainBlackPass;
|
566
|
-
/// A pass designed to let us render shadow receivers for texture shadows
|
567
|
-
Pass* mShadowReceiverPass;
|
568
|
-
/** Internal method for turning a regular pass into a shadow caster pass.
|
569
|
-
@remarks
|
570
|
-
This is only used for texture shadows, basically we're trying to
|
571
|
-
ensure that objects are rendered solid black.
|
572
|
-
This method will usually return the standard solid black pass for
|
573
|
-
all fixed function passes, but will merge in a vertex program
|
574
|
-
and fudge the AutoParamDataSource to set black lighting for
|
575
|
-
passes with vertex programs.
|
576
|
-
*/
|
577
|
-
virtual const Pass* deriveShadowCasterPass(const Pass* pass);
|
578
|
-
/** Internal method for turning a regular pass into a shadow receiver pass.
|
579
|
-
@remarks
|
580
|
-
This is only used for texture shadows, basically we're trying to
|
581
|
-
ensure that objects are rendered with a projective texture.
|
582
|
-
This method will usually return a standard single-texture pass for
|
583
|
-
all fixed function passes, but will merge in a vertex program
|
584
|
-
for passes with vertex programs.
|
585
|
-
*/
|
586
|
-
virtual const Pass* deriveShadowReceiverPass(const Pass* pass);
|
587
|
-
|
588
|
-
/** Internal method to validate whether a Pass should be allowed to render.
|
589
|
-
@remarks
|
590
|
-
Called just before a pass is about to be used for rendering a group to
|
591
|
-
allow the SceneManager to omit it if required. A return value of false
|
592
|
-
skips this pass.
|
593
|
-
*/
|
594
|
-
virtual bool validatePassForRendering(const Pass* pass);
|
595
|
-
|
596
|
-
/** Internal method to validate whether a Renderable should be allowed to render.
|
597
|
-
@remarks
|
598
|
-
Called just before a pass is about to be used for rendering a Renderable to
|
599
|
-
allow the SceneManager to omit it if required. A return value of false
|
600
|
-
skips it.
|
601
|
-
*/
|
602
|
-
virtual bool validateRenderableForRendering(const Pass* pass, const Renderable* rend);
|
603
|
-
|
604
|
-
enum BoxPlane
|
605
|
-
{
|
606
|
-
BP_FRONT = 0,
|
607
|
-
BP_BACK = 1,
|
608
|
-
BP_LEFT = 2,
|
609
|
-
BP_RIGHT = 3,
|
610
|
-
BP_UP = 4,
|
611
|
-
BP_DOWN = 5
|
612
|
-
};
|
613
|
-
|
614
|
-
/* Internal utility method for creating the planes of a skybox.
|
615
|
-
*/
|
616
|
-
virtual MeshPtr createSkyboxPlane(
|
617
|
-
BoxPlane bp,
|
618
|
-
Real distance,
|
619
|
-
const Quaternion& orientation,
|
620
|
-
const String& groupName);
|
621
|
-
|
622
|
-
/* Internal utility method for creating the planes of a skydome.
|
623
|
-
*/
|
624
|
-
virtual MeshPtr createSkydomePlane(
|
625
|
-
BoxPlane bp,
|
626
|
-
Real curvature, Real tiling, Real distance,
|
627
|
-
const Quaternion& orientation,
|
628
|
-
int xsegments, int ysegments, int ySegmentsToKeep,
|
629
|
-
const String& groupName);
|
630
|
-
|
631
|
-
// Flag indicating whether SceneNodes will be rendered as a set of 3 axes
|
632
|
-
bool mDisplayNodes;
|
633
|
-
|
634
|
-
/// Storage of animations, lookup by name
|
635
|
-
typedef map<String, Animation*>::type AnimationList;
|
636
|
-
AnimationList mAnimationsList;
|
637
|
-
OGRE_MUTEX(mAnimationsListMutex)
|
638
|
-
AnimationStateSet mAnimationStates;
|
639
|
-
|
640
|
-
|
641
|
-
/** Internal method used by _renderSingleObject to deal with renderables
|
642
|
-
which override the camera's own view / projection materices. */
|
643
|
-
virtual void useRenderableViewProjMode(const Renderable* pRend, bool fixedFunction);
|
644
|
-
|
645
|
-
/** Internal method used by _renderSingleObject to deal with renderables
|
646
|
-
which override the camera's own view / projection matrices. */
|
647
|
-
virtual void resetViewProjMode(bool fixedFunction);
|
648
|
-
|
649
|
-
typedef vector<RenderQueueListener*>::type RenderQueueListenerList;
|
650
|
-
RenderQueueListenerList mRenderQueueListeners;
|
651
|
-
|
652
|
-
typedef vector<RenderObjectListener*>::type RenderObjectListenerList;
|
653
|
-
RenderObjectListenerList mRenderObjectListeners;
|
654
|
-
typedef vector<Listener*>::type ListenerList;
|
655
|
-
ListenerList mListeners;
|
656
|
-
/// Internal method for firing the queue start event
|
657
|
-
virtual void firePreRenderQueues();
|
658
|
-
/// Internal method for firing the queue end event
|
659
|
-
virtual void firePostRenderQueues();
|
660
|
-
/// Internal method for firing the queue start event, returns true if queue is to be skipped
|
661
|
-
virtual bool fireRenderQueueStarted(uint8 id, const String& invocation);
|
662
|
-
/// Internal method for firing the queue end event, returns true if queue is to be repeated
|
663
|
-
virtual bool fireRenderQueueEnded(uint8 id, const String& invocation);
|
664
|
-
/// Internal method for firing when rendering a single object.
|
665
|
-
virtual void fireRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
|
666
|
-
const LightList* pLightList, bool suppressRenderStateChanges);
|
667
|
-
|
668
|
-
/// Internal method for firing the texture shadows updated event
|
669
|
-
virtual void fireShadowTexturesUpdated(size_t numberOfShadowTextures);
|
670
|
-
/// Internal method for firing the pre caster texture shadows event
|
671
|
-
virtual void fireShadowTexturesPreCaster(Light* light, Camera* camera, size_t iteration);
|
672
|
-
/// Internal method for firing the pre receiver texture shadows event
|
673
|
-
virtual void fireShadowTexturesPreReceiver(Light* light, Frustum* f);
|
674
|
-
/// Internal method for firing pre update scene graph event
|
675
|
-
virtual void firePreUpdateSceneGraph(Camera* camera);
|
676
|
-
/// Internal method for firing post update scene graph event
|
677
|
-
virtual void firePostUpdateSceneGraph(Camera* camera);
|
678
|
-
/// Internal method for firing find visible objects event
|
679
|
-
virtual void firePreFindVisibleObjects(Viewport* v);
|
680
|
-
/// Internal method for firing find visible objects event
|
681
|
-
virtual void firePostFindVisibleObjects(Viewport* v);
|
682
|
-
/// Internal method for firing destruction event
|
683
|
-
virtual void fireSceneManagerDestroyed();
|
684
|
-
/** Internal method for setting the destination viewport for the next render. */
|
685
|
-
virtual void setViewport(Viewport *vp);
|
686
|
-
|
687
|
-
/** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */
|
688
|
-
bool mShowBoundingBoxes;
|
689
|
-
|
690
|
-
/** Internal method for rendering all objects using the default queue sequence. */
|
691
|
-
virtual void renderVisibleObjectsDefaultSequence(void);
|
692
|
-
/** Internal method for rendering all objects using a custom queue sequence. */
|
693
|
-
virtual void renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* s);
|
694
|
-
/** Internal method for preparing the render queue for use with each render. */
|
695
|
-
virtual void prepareRenderQueue(void);
|
696
|
-
|
697
|
-
|
698
|
-
/** Internal utility method for rendering a single object.
|
699
|
-
@remarks
|
700
|
-
Assumes that the pass has already been set up.
|
701
|
-
@param rend The renderable to issue to the pipeline
|
702
|
-
@param pass The pass which is being used
|
703
|
-
@param lightScissoringClipping If true, passes that have the getLightScissorEnabled
|
704
|
-
and/or getLightClipPlanesEnabled flags will cause calculation and setting of
|
705
|
-
scissor rectangle and user clip planes.
|
706
|
-
@param doLightIteration If true, this method will issue the renderable to
|
707
|
-
the pipeline possibly multiple times, if the pass indicates it should be
|
708
|
-
done once per light
|
709
|
-
@param manualLightList Only applicable if doLightIteration is false, this
|
710
|
-
method allows you to pass in a previously determined set of lights
|
711
|
-
which will be used for a single render of this object.
|
712
|
-
*/
|
713
|
-
virtual void renderSingleObject(Renderable* rend, const Pass* pass,
|
714
|
-
bool lightScissoringClipping, bool doLightIteration, const LightList* manualLightList = 0);
|
715
|
-
|
716
|
-
/** Internal method for creating the AutoParamDataSource instance. */
|
717
|
-
virtual AutoParamDataSource* createAutoParamDataSource(void) const
|
718
|
-
{
|
719
|
-
return OGRE_NEW AutoParamDataSource();
|
720
|
-
}
|
721
|
-
|
722
|
-
/// Utility class for calculating automatic parameters for gpu programs
|
723
|
-
AutoParamDataSource* mAutoParamDataSource;
|
724
|
-
|
725
|
-
CompositorChain* mActiveCompositorChain;
|
726
|
-
bool mLateMaterialResolving;
|
727
|
-
|
728
|
-
ShadowTechnique mShadowTechnique;
|
729
|
-
bool mDebugShadows;
|
730
|
-
ColourValue mShadowColour;
|
731
|
-
Pass* mShadowDebugPass;
|
732
|
-
Pass* mShadowStencilPass;
|
733
|
-
Pass* mShadowModulativePass;
|
734
|
-
bool mShadowMaterialInitDone;
|
735
|
-
HardwareIndexBufferSharedPtr mShadowIndexBuffer;
|
736
|
-
size_t mShadowIndexBufferSize;
|
737
|
-
Rectangle2D* mFullScreenQuad;
|
738
|
-
Real mShadowDirLightExtrudeDist;
|
739
|
-
IlluminationRenderStage mIlluminationStage;
|
740
|
-
ShadowTextureConfigList mShadowTextureConfigList;
|
741
|
-
bool mShadowTextureConfigDirty;
|
742
|
-
ShadowTextureList mShadowTextures;
|
743
|
-
TexturePtr mNullShadowTexture;
|
744
|
-
typedef vector<Camera*>::type ShadowTextureCameraList;
|
745
|
-
ShadowTextureCameraList mShadowTextureCameras;
|
746
|
-
Texture* mCurrentShadowTexture;
|
747
|
-
bool mShadowUseInfiniteFarPlane;
|
748
|
-
bool mShadowCasterRenderBackFaces;
|
749
|
-
bool mShadowAdditiveLightClip;
|
750
|
-
/// Struct for cacheing light clipping information for re-use in a frame
|
751
|
-
struct LightClippingInfo
|
752
|
-
{
|
753
|
-
RealRect scissorRect;
|
754
|
-
PlaneList clipPlanes;
|
755
|
-
bool scissorValid;
|
756
|
-
unsigned long clipPlanesValid;
|
757
|
-
LightClippingInfo() : scissorValid(false), clipPlanesValid(false) {}
|
758
|
-
|
759
|
-
};
|
760
|
-
typedef map<Light*, LightClippingInfo>::type LightClippingInfoMap;
|
761
|
-
LightClippingInfoMap mLightClippingInfoMap;
|
762
|
-
unsigned long mLightClippingInfoMapFrameNumber;
|
763
|
-
|
764
|
-
/// default shadow camera setup
|
765
|
-
ShadowCameraSetupPtr mDefaultShadowCameraSetup;
|
766
|
-
|
767
|
-
/** Default sorting routine which sorts lights which cast shadows
|
768
|
-
to the front of a list, sub-sorting by distance.
|
769
|
-
@remarks
|
770
|
-
Since shadow textures are generated from lights based on the
|
771
|
-
frustum rather than individual objects, a shadow and camera-wise sort is
|
772
|
-
required to pick the best lights near the start of the list. Up to
|
773
|
-
the number of shadow textures will be generated from this.
|
774
|
-
*/
|
775
|
-
struct lightsForShadowTextureLess
|
776
|
-
{
|
777
|
-
_OgreExport bool operator()(const Light* l1, const Light* l2) const;
|
778
|
-
};
|
779
|
-
|
780
|
-
|
781
|
-
/** Internal method for locating a list of lights which could be affecting the frustum.
|
782
|
-
@remarks
|
783
|
-
Custom scene managers are encouraged to override this method to make use of their
|
784
|
-
scene partitioning scheme to more efficiently locate lights, and to eliminate lights
|
785
|
-
which may be occluded by word geometry.
|
786
|
-
*/
|
787
|
-
virtual void findLightsAffectingFrustum(const Camera* camera);
|
788
|
-
/// Internal method for setting up materials for shadows
|
789
|
-
virtual void initShadowVolumeMaterials(void);
|
790
|
-
/// Internal method for creating shadow textures (texture-based shadows)
|
791
|
-
virtual void ensureShadowTexturesCreated();
|
792
|
-
/// Internal method for destroying shadow textures (texture-based shadows)
|
793
|
-
virtual void destroyShadowTextures(void);
|
794
|
-
|
795
|
-
typedef vector<InstanceManager*>::type InstanceManagerVec;
|
796
|
-
InstanceManagerVec mDirtyInstanceManagers;
|
797
|
-
InstanceManagerVec mDirtyInstanceMgrsTmp;
|
798
|
-
|
799
|
-
/** Updates all instance managaers with dirty instance batches. @see _addDirtyInstanceManager */
|
800
|
-
void updateDirtyInstanceManagers(void);
|
801
|
-
|
802
|
-
public:
|
803
|
-
/// Method for preparing shadow textures ready for use in a regular render
|
804
|
-
/// Do not call manually unless before frame start or rendering is paused
|
805
|
-
/// If lightList is not supplied, will render all lights in frustum
|
806
|
-
virtual void prepareShadowTextures(Camera* cam, Viewport* vp, const LightList* lightList = 0);
|
807
|
-
|
808
|
-
//A render context, used to store internal data for pausing/resuming rendering
|
809
|
-
struct RenderContext
|
810
|
-
{
|
811
|
-
RenderQueue* renderQueue;
|
812
|
-
Viewport* viewport;
|
813
|
-
Camera* camera;
|
814
|
-
CompositorChain* activeChain;
|
815
|
-
RenderSystem::RenderSystemContext* rsContext;
|
816
|
-
};
|
817
|
-
|
818
|
-
/** Pause rendering of the frame. This has to be called when inside a renderScene call
|
819
|
-
(Usually using a listener of some sort)
|
820
|
-
*/
|
821
|
-
virtual RenderContext* _pauseRendering();
|
822
|
-
/** Resume rendering of the frame. This has to be called after a _pauseRendering call
|
823
|
-
@param context The rendring context, as returned by the _pauseRendering call
|
824
|
-
*/
|
825
|
-
virtual void _resumeRendering(RenderContext* context);
|
826
|
-
|
827
|
-
protected:
|
828
|
-
/** Internal method for rendering all the objects for a given light into the
|
829
|
-
stencil buffer.
|
830
|
-
@param light The light source
|
831
|
-
@param cam The camera being viewed from
|
832
|
-
@param calcScissor Whether the method should set up any scissor state, or
|
833
|
-
false if that's already been done
|
834
|
-
*/
|
835
|
-
virtual void renderShadowVolumesToStencil(const Light* light, const Camera* cam,
|
836
|
-
bool calcScissor);
|
837
|
-
/** Internal utility method for setting stencil state for rendering shadow volumes.
|
838
|
-
@param secondpass Is this the second pass?
|
839
|
-
@param zfail Should we be using the zfail method?
|
840
|
-
@param twosided Should we use a 2-sided stencil?
|
841
|
-
*/
|
842
|
-
virtual void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided);
|
843
|
-
/** Render a set of shadow renderables. */
|
844
|
-
void renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
|
845
|
-
Pass* pass, const LightList *manualLightList, unsigned long flags,
|
846
|
-
bool secondpass, bool zfail, bool twosided);
|
847
|
-
typedef vector<ShadowCaster*>::type ShadowCasterList;
|
848
|
-
ShadowCasterList mShadowCasterList;
|
849
|
-
SphereSceneQuery* mShadowCasterSphereQuery;
|
850
|
-
AxisAlignedBoxSceneQuery* mShadowCasterAABBQuery;
|
851
|
-
Real mDefaultShadowFarDist;
|
852
|
-
Real mDefaultShadowFarDistSquared;
|
853
|
-
Real mShadowTextureOffset; // proportion of texture offset in view direction e.g. 0.4
|
854
|
-
Real mShadowTextureFadeStart; // as a proportion e.g. 0.6
|
855
|
-
Real mShadowTextureFadeEnd; // as a proportion e.g. 0.9
|
856
|
-
bool mShadowTextureSelfShadow;
|
857
|
-
Pass* mShadowTextureCustomCasterPass;
|
858
|
-
Pass* mShadowTextureCustomReceiverPass;
|
859
|
-
String mShadowTextureCustomCasterVertexProgram;
|
860
|
-
String mShadowTextureCustomCasterFragmentProgram;
|
861
|
-
String mShadowTextureCustomReceiverVertexProgram;
|
862
|
-
String mShadowTextureCustomReceiverFragmentProgram;
|
863
|
-
GpuProgramParametersSharedPtr mShadowTextureCustomCasterVPParams;
|
864
|
-
GpuProgramParametersSharedPtr mShadowTextureCustomCasterFPParams;
|
865
|
-
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverVPParams;
|
866
|
-
GpuProgramParametersSharedPtr mShadowTextureCustomReceiverFPParams;
|
867
|
-
|
868
|
-
/// Visibility mask used to show / hide objects
|
869
|
-
uint32 mVisibilityMask;
|
870
|
-
bool mFindVisibleObjects;
|
871
|
-
|
872
|
-
/// Suppress render state changes?
|
873
|
-
bool mSuppressRenderStateChanges;
|
874
|
-
/// Suppress shadows?
|
875
|
-
bool mSuppressShadows;
|
876
|
-
|
877
|
-
|
878
|
-
GpuProgramParametersSharedPtr mInfiniteExtrusionParams;
|
879
|
-
GpuProgramParametersSharedPtr mFiniteExtrusionParams;
|
880
|
-
|
881
|
-
/// Inner class to use as callback for shadow caster scene query
|
882
|
-
class _OgreExport ShadowCasterSceneQueryListener : public SceneQueryListener, public SceneMgtAlloc
|
883
|
-
{
|
884
|
-
protected:
|
885
|
-
SceneManager* mSceneMgr;
|
886
|
-
ShadowCasterList* mCasterList;
|
887
|
-
bool mIsLightInFrustum;
|
888
|
-
const PlaneBoundedVolumeList* mLightClipVolumeList;
|
889
|
-
const Camera* mCamera;
|
890
|
-
const Light* mLight;
|
891
|
-
Real mFarDistSquared;
|
892
|
-
public:
|
893
|
-
ShadowCasterSceneQueryListener(SceneManager* sm) : mSceneMgr(sm),
|
894
|
-
mCasterList(0), mIsLightInFrustum(false), mLightClipVolumeList(0),
|
895
|
-
mCamera(0) {}
|
896
|
-
// Prepare the listener for use with a set of parameters
|
897
|
-
void prepare(bool lightInFrustum,
|
898
|
-
const PlaneBoundedVolumeList* lightClipVolumes,
|
899
|
-
const Light* light, const Camera* cam, ShadowCasterList* casterList,
|
900
|
-
Real farDistSquared)
|
901
|
-
{
|
902
|
-
mCasterList = casterList;
|
903
|
-
mIsLightInFrustum = lightInFrustum;
|
904
|
-
mLightClipVolumeList = lightClipVolumes;
|
905
|
-
mCamera = cam;
|
906
|
-
mLight = light;
|
907
|
-
mFarDistSquared = farDistSquared;
|
908
|
-
}
|
909
|
-
bool queryResult(MovableObject* object);
|
910
|
-
bool queryResult(SceneQuery::WorldFragment* fragment);
|
911
|
-
};
|
912
|
-
|
913
|
-
ShadowCasterSceneQueryListener* mShadowCasterQueryListener;
|
914
|
-
|
915
|
-
/** Internal method for locating a list of shadow casters which
|
916
|
-
could be affecting the frustum for a given light.
|
917
|
-
@remarks
|
918
|
-
Custom scene managers are encouraged to override this method to add optimisations,
|
919
|
-
and to add their own custom shadow casters (perhaps for world geometry)
|
920
|
-
*/
|
921
|
-
virtual const ShadowCasterList& findShadowCastersForLight(const Light* light,
|
922
|
-
const Camera* camera);
|
923
|
-
/** Render a group in the ordinary way */
|
924
|
-
virtual void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
|
925
|
-
QueuedRenderableCollection::OrganisationMode om);
|
926
|
-
/** Render a group with the added complexity of additive stencil shadows. */
|
927
|
-
virtual void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
|
928
|
-
QueuedRenderableCollection::OrganisationMode om);
|
929
|
-
/** Render a group with the added complexity of modulative stencil shadows. */
|
930
|
-
virtual void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group,
|
931
|
-
QueuedRenderableCollection::OrganisationMode om);
|
932
|
-
/** Render a group rendering only shadow casters. */
|
933
|
-
virtual void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group,
|
934
|
-
QueuedRenderableCollection::OrganisationMode om);
|
935
|
-
/** Render a group rendering only shadow receivers. */
|
936
|
-
virtual void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group,
|
937
|
-
QueuedRenderableCollection::OrganisationMode om);
|
938
|
-
/** Render a group with the added complexity of modulative texture shadows. */
|
939
|
-
virtual void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
|
940
|
-
QueuedRenderableCollection::OrganisationMode om);
|
941
|
-
|
942
|
-
/** Render a group with additive texture shadows. */
|
943
|
-
virtual void renderAdditiveTextureShadowedQueueGroupObjects(RenderQueueGroup* group,
|
944
|
-
QueuedRenderableCollection::OrganisationMode om);
|
945
|
-
/** Render a set of objects, see renderSingleObject for param definitions */
|
946
|
-
virtual void renderObjects(const QueuedRenderableCollection& objs,
|
947
|
-
QueuedRenderableCollection::OrganisationMode om, bool lightScissoringClipping,
|
948
|
-
bool doLightIteration, const LightList* manualLightList = 0);
|
949
|
-
/** Render those objects in the transparent pass list which have shadow casting forced on
|
950
|
-
@remarks
|
951
|
-
This function is intended to be used to render the shadows of transparent objects which have
|
952
|
-
transparency_casts_shadows set to 'on' in their material
|
953
|
-
*/
|
954
|
-
virtual void renderTransparentShadowCasterObjects(const QueuedRenderableCollection& objs,
|
955
|
-
QueuedRenderableCollection::OrganisationMode om, bool lightScissoringClipping,
|
956
|
-
bool doLightIteration, const LightList* manualLightList = 0);
|
957
|
-
|
958
|
-
/** Update the state of the global render queue splitting based on a shadow
|
959
|
-
option change. */
|
960
|
-
virtual void updateRenderQueueSplitOptions(void);
|
961
|
-
/** Update the state of the render queue group splitting based on a shadow
|
962
|
-
option change. */
|
963
|
-
virtual void updateRenderQueueGroupSplitOptions(RenderQueueGroup* group,
|
964
|
-
bool suppressShadows, bool suppressRenderState);
|
965
|
-
|
966
|
-
/// Set up a scissor rectangle from a group of lights
|
967
|
-
virtual ClipResult buildAndSetScissor(const LightList& ll, const Camera* cam);
|
968
|
-
/// Update a scissor rectangle from a single light
|
969
|
-
virtual void buildScissor(const Light* l, const Camera* cam, RealRect& rect);
|
970
|
-
virtual void resetScissor();
|
971
|
-
/// Build a set of user clip planes from a single non-directional light
|
972
|
-
virtual ClipResult buildAndSetLightClip(const LightList& ll);
|
973
|
-
virtual void buildLightClip(const Light* l, PlaneList& planes);
|
974
|
-
virtual void resetLightClip();
|
975
|
-
virtual void checkCachedLightClippingInfo();
|
976
|
-
|
977
|
-
/// The active renderable visitor class - subclasses could override this
|
978
|
-
SceneMgrQueuedRenderableVisitor* mActiveQueuedRenderableVisitor;
|
979
|
-
/// Storage for default renderable visitor
|
980
|
-
SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor;
|
981
|
-
|
982
|
-
/// Whether to use camera-relative rendering
|
983
|
-
bool mCameraRelativeRendering;
|
984
|
-
Matrix4 mCachedViewMatrix;
|
985
|
-
Vector3 mCameraRelativePosition;
|
986
|
-
|
987
|
-
/// Last light sets
|
988
|
-
uint32 mLastLightHash;
|
989
|
-
unsigned short mLastLightLimit;
|
990
|
-
uint32 mLastLightHashGpuProgram;
|
991
|
-
/// Gpu params that need rebinding (mask of GpuParamVariability)
|
992
|
-
uint16 mGpuParamsDirty;
|
993
|
-
|
994
|
-
virtual void useLights(const LightList& lights, unsigned short limit);
|
995
|
-
virtual void setViewMatrix(const Matrix4& m);
|
996
|
-
virtual void useLightsGpuProgram(const Pass* pass, const LightList* lights);
|
997
|
-
virtual void bindGpuProgram(GpuProgram* prog);
|
998
|
-
virtual void updateGpuProgramParameters(const Pass* p);
|
999
|
-
|
1000
|
-
|
1001
|
-
|
1002
|
-
|
1003
|
-
|
1004
|
-
|
1005
|
-
|
1006
|
-
|
1007
|
-
/// Set of registered lod listeners
|
1008
|
-
typedef set<LodListener*>::type LodListenerSet;
|
1009
|
-
LodListenerSet mLodListeners;
|
1010
|
-
|
1011
|
-
/// List of movable object lod changed events
|
1012
|
-
typedef vector<MovableObjectLodChangedEvent>::type MovableObjectLodChangedEventList;
|
1013
|
-
MovableObjectLodChangedEventList mMovableObjectLodChangedEvents;
|
1014
|
-
|
1015
|
-
/// List of entity mesh lod changed events
|
1016
|
-
typedef vector<EntityMeshLodChangedEvent>::type EntityMeshLodChangedEventList;
|
1017
|
-
EntityMeshLodChangedEventList mEntityMeshLodChangedEvents;
|
1018
|
-
|
1019
|
-
/// List of entity material lod changed events
|
1020
|
-
typedef vector<EntityMaterialLodChangedEvent>::type EntityMaterialLodChangedEventList;
|
1021
|
-
EntityMaterialLodChangedEventList mEntityMaterialLodChangedEvents;
|
1022
|
-
|
1023
|
-
public:
|
1024
|
-
/** Constructor.
|
1025
|
-
*/
|
1026
|
-
SceneManager(const String& instanceName);
|
1027
|
-
|
1028
|
-
/** Default destructor.
|
1029
|
-
*/
|
1030
|
-
virtual ~SceneManager();
|
1031
|
-
|
1032
|
-
|
1033
|
-
/** Mutex to protect the scene graph from simultaneous access from
|
1034
|
-
multiple threads.
|
1035
|
-
@remarks
|
1036
|
-
If you are updating the scene in a separate thread from the rendering
|
1037
|
-
thread, then you should lock this mutex before making any changes to
|
1038
|
-
the scene graph - that means creating, modifying or deleting a
|
1039
|
-
scene node, or attaching / detaching objects. It is <b>your</b>
|
1040
|
-
responsibility to take out this lock, the detail methods on the nodes
|
1041
|
-
will not do it for you (for the reasons discussed below).
|
1042
|
-
@par
|
1043
|
-
Note that locking this mutex will prevent the scene being rendered until
|
1044
|
-
it is unlocked again. Therefore you should do this sparingly. Try
|
1045
|
-
to create any objects you need separately and fully prepare them
|
1046
|
-
before doing all your scene graph work in one go, thus keeping this
|
1047
|
-
lock for the shortest time possible.
|
1048
|
-
@note
|
1049
|
-
A single global lock is used rather than a per-node lock since
|
1050
|
-
it keeps the number of locks required during rendering down to a
|
1051
|
-
minimum. Obtaining a lock, even if there is no contention, is not free
|
1052
|
-
so for performance it is good to do it as little as possible.
|
1053
|
-
Since modifying the scene in a separate thread is a fairly
|
1054
|
-
rare occurrence (relative to rendering), it is better to keep the
|
1055
|
-
locking required during rendering lower than to make update locks
|
1056
|
-
more granular.
|
1057
|
-
*/
|
1058
|
-
OGRE_MUTEX(sceneGraphMutex)
|
1059
|
-
|
1060
|
-
/** Return the instance name of this SceneManager. */
|
1061
|
-
const String& getName(void) const { return mName; }
|
1062
|
-
|
1063
|
-
/** Retrieve the type name of this scene manager.
|
1064
|
-
@remarks
|
1065
|
-
This method has to be implemented by subclasses. It should
|
1066
|
-
return the type name of this SceneManager which agrees with
|
1067
|
-
the type name of the SceneManagerFactory which created it.
|
1068
|
-
*/
|
1069
|
-
virtual const String& getTypeName(void) const = 0;
|
1070
|
-
|
1071
|
-
/** Creates a camera to be managed by this scene manager.
|
1072
|
-
@remarks
|
1073
|
-
This camera must be added to the scene at a later time using
|
1074
|
-
the attachObject method of the SceneNode class.
|
1075
|
-
@param
|
1076
|
-
name Name to give the new camera.
|
1077
|
-
*/
|
1078
|
-
virtual Camera* createCamera(const String& name);
|
1079
|
-
|
1080
|
-
/** Retrieves a pointer to the named camera.
|
1081
|
-
@note Throws an exception if the named instance does not exist
|
1082
|
-
*/
|
1083
|
-
virtual Camera* getCamera(const String& name) const;
|
1084
|
-
|
1085
|
-
/** Returns whether a camera with the given name exists.
|
1086
|
-
*/
|
1087
|
-
virtual bool hasCamera(const String& name) const;
|
1088
|
-
|
1089
|
-
/** Removes a camera from the scene.
|
1090
|
-
@remarks
|
1091
|
-
This method removes a previously added camera from the scene.
|
1092
|
-
The camera is deleted so the caller must ensure no references
|
1093
|
-
to it's previous instance (e.g. in a SceneNode) are used.
|
1094
|
-
@param
|
1095
|
-
cam Pointer to the camera to remove
|
1096
|
-
*/
|
1097
|
-
virtual void destroyCamera(Camera *cam);
|
1098
|
-
|
1099
|
-
/** Removes a camera from the scene.
|
1100
|
-
@remarks
|
1101
|
-
This method removes an camera from the scene based on the
|
1102
|
-
camera's name rather than a pointer.
|
1103
|
-
*/
|
1104
|
-
virtual void destroyCamera(const String& name);
|
1105
|
-
|
1106
|
-
/** Removes (and destroys) all cameras from the scene.
|
1107
|
-
@remarks
|
1108
|
-
Some cameras are internal created to dealing with texture shadow,
|
1109
|
-
their aren't supposed to destroy outside. So, while you are using
|
1110
|
-
texture shadow, don't call this method, or you can set the shadow
|
1111
|
-
technique other than texture-based, which will destroy all internal
|
1112
|
-
created shadow cameras and textures.
|
1113
|
-
*/
|
1114
|
-
virtual void destroyAllCameras(void);
|
1115
|
-
|
1116
|
-
/** Creates a light for use in the scene.
|
1117
|
-
@remarks
|
1118
|
-
Lights can either be in a fixed position and independent of the
|
1119
|
-
scene graph, or they can be attached to SceneNodes so they derive
|
1120
|
-
their position from the parent node. Either way, they are created
|
1121
|
-
using this method so that the SceneManager manages their
|
1122
|
-
existence.
|
1123
|
-
@param
|
1124
|
-
name The name of the new light, to identify it later.
|
1125
|
-
*/
|
1126
|
-
virtual Light* createLight(const String& name);
|
1127
|
-
|
1128
|
-
/** Creates a light with a generated name. */
|
1129
|
-
virtual Light* createLight();
|
1130
|
-
|
1131
|
-
/** Returns a pointer to the named Light which has previously been added to the scene.
|
1132
|
-
@note Throws an exception if the named instance does not exist
|
1133
|
-
*/
|
1134
|
-
virtual Light* getLight(const String& name) const;
|
1135
|
-
|
1136
|
-
/** Returns whether a light with the given name exists.
|
1137
|
-
*/
|
1138
|
-
virtual bool hasLight(const String& name) const;
|
1139
|
-
|
1140
|
-
/** Retrieve a set of clipping planes for a given light.
|
1141
|
-
*/
|
1142
|
-
virtual const PlaneList& getLightClippingPlanes(Light* l);
|
1143
|
-
|
1144
|
-
/** Retrieve a scissor rectangle for a given light and camera.
|
1145
|
-
*/
|
1146
|
-
virtual const RealRect& getLightScissorRect(Light* l, const Camera* cam);
|
1147
|
-
|
1148
|
-
/** Removes the named light from the scene and destroys it.
|
1149
|
-
@remarks
|
1150
|
-
Any pointers held to this light after calling this method will be invalid.
|
1151
|
-
*/
|
1152
|
-
virtual void destroyLight(const String& name);
|
1153
|
-
|
1154
|
-
/** Removes the light from the scene and destroys it based on a pointer.
|
1155
|
-
@remarks
|
1156
|
-
Any pointers held to this light after calling this method will be invalid.
|
1157
|
-
*/
|
1158
|
-
virtual void destroyLight(Light* light);
|
1159
|
-
/** Removes and destroys all lights in the scene.
|
1160
|
-
*/
|
1161
|
-
virtual void destroyAllLights(void);
|
1162
|
-
|
1163
|
-
/** Advance method to increase the lights dirty counter due lights changed.
|
1164
|
-
@remarks
|
1165
|
-
Scene manager tracking lights that affecting the frustum, if changes
|
1166
|
-
detected (the changes includes light list itself and the light's position
|
1167
|
-
and attenuation range), then increase the lights dirty counter.
|
1168
|
-
@par
|
1169
|
-
For some reason, you can call this method to force whole scene objects
|
1170
|
-
re-populate their light list. But near in mind, call to this method
|
1171
|
-
will harm performance, so should avoid if possible.
|
1172
|
-
*/
|
1173
|
-
virtual void _notifyLightsDirty(void);
|
1174
|
-
|
1175
|
-
/** Advance method to gets the lights dirty counter.
|
1176
|
-
@remarks
|
1177
|
-
Scene manager tracking lights that affecting the frustum, if changes
|
1178
|
-
detected (the changes includes light list itself and the light's position
|
1179
|
-
and attenuation range), then increase the lights dirty counter.
|
1180
|
-
@par
|
1181
|
-
When implementing customise lights finding algorithm relied on either
|
1182
|
-
SceneManager::_getLightsAffectingFrustum or SceneManager::_populateLightList,
|
1183
|
-
might check this value for sure that the light list are really need to
|
1184
|
-
re-populate, otherwise, returns cached light list (if exists) for better
|
1185
|
-
performance.
|
1186
|
-
*/
|
1187
|
-
ulong _getLightsDirtyCounter(void) const { return mLightsDirtyCounter; }
|
1188
|
-
|
1189
|
-
/** Get the list of lights which could be affecting the frustum.
|
1190
|
-
@remarks
|
1191
|
-
Note that default implementation of this method returns a cached light list,
|
1192
|
-
which is populated when rendering the scene. So by default the list of lights
|
1193
|
-
is only available during scene rendering.
|
1194
|
-
*/
|
1195
|
-
virtual const LightList& _getLightsAffectingFrustum(void) const;
|
1196
|
-
|
1197
|
-
/** Populate a light list with an ordered set of the lights which are closest
|
1198
|
-
to the position specified.
|
1199
|
-
@remarks
|
1200
|
-
Note that since directional lights have no position, they are always considered
|
1201
|
-
closer than any point lights and as such will always take precedence.
|
1202
|
-
@par
|
1203
|
-
Subclasses of the default SceneManager may wish to take into account other issues
|
1204
|
-
such as possible visibility of the light if that information is included in their
|
1205
|
-
data structures. This basic scenemanager simply orders by distance, eliminating
|
1206
|
-
those lights which are out of range or could not be affecting the frustum (i.e.
|
1207
|
-
only the lights returned by SceneManager::_getLightsAffectingFrustum are take into
|
1208
|
-
account).
|
1209
|
-
@par
|
1210
|
-
The number of items in the list max exceed the maximum number of lights supported
|
1211
|
-
by the renderer, but the extraneous ones will never be used. In fact the limit will
|
1212
|
-
be imposed by Pass::getMaxSimultaneousLights.
|
1213
|
-
@param position The position at which to evaluate the list of lights
|
1214
|
-
@param radius The bounding radius to test
|
1215
|
-
@param destList List to be populated with ordered set of lights; will be cleared by
|
1216
|
-
this method before population.
|
1217
|
-
@param lightMask The mask with which to include / exclude lights
|
1218
|
-
*/
|
1219
|
-
virtual void _populateLightList(const Vector3& position, Real radius, LightList& destList, uint32 lightMask = 0xFFFFFFFF);
|
1220
|
-
|
1221
|
-
/** Populates a light list with an ordered set of the lights which are closest
|
1222
|
-
to the position of the SceneNode given.
|
1223
|
-
@remarks
|
1224
|
-
Note that since directional lights have no position, they are always considered
|
1225
|
-
closer than any point lights and as such will always take precedence.
|
1226
|
-
This overloaded version will take the SceneNode's position and use the second method
|
1227
|
-
to populate the list.
|
1228
|
-
@par
|
1229
|
-
Subclasses of the default SceneManager may wish to take into account other issues
|
1230
|
-
such as possible visibility of the light if that information is included in their
|
1231
|
-
data structures. This basic scenemanager simply orders by distance, eliminating
|
1232
|
-
those lights which are out of range or could not be affecting the frustum (i.e.
|
1233
|
-
only the lights returned by SceneManager::_getLightsAffectingFrustum are take into
|
1234
|
-
account).
|
1235
|
-
@par
|
1236
|
-
Also note that subclasses of the SceneNode might be used here to provide cached
|
1237
|
-
scene related data, accelerating the list population (for example light lists for
|
1238
|
-
SceneNodes could be cached inside subclassed SceneNode objects).
|
1239
|
-
@par
|
1240
|
-
The number of items in the list may exceed the maximum number of lights supported
|
1241
|
-
by the renderer, but the extraneous ones will never be used. In fact the limit will
|
1242
|
-
be imposed by Pass::getMaxSimultaneousLights.
|
1243
|
-
@param sn The SceneNode for which to evaluate the list of lights
|
1244
|
-
@param radius The bounding radius to test
|
1245
|
-
@param destList List to be populated with ordered set of lights; will be cleared by
|
1246
|
-
this method before population.
|
1247
|
-
@param lightMask The mask with which to include / exclude lights
|
1248
|
-
*/
|
1249
|
-
virtual void _populateLightList(const SceneNode* sn, Real radius, LightList& destList, uint32 lightMask = 0xFFFFFFFF);
|
1250
|
-
|
1251
|
-
/** Creates an instance of a SceneNode.
|
1252
|
-
@remarks
|
1253
|
-
Note that this does not add the SceneNode to the scene hierarchy.
|
1254
|
-
This method is for convenience, since it allows an instance to
|
1255
|
-
be created for which the SceneManager is responsible for
|
1256
|
-
allocating and releasing memory, which is convenient in complex
|
1257
|
-
scenes.
|
1258
|
-
@par
|
1259
|
-
To include the returned SceneNode in the scene, use the addChild
|
1260
|
-
method of the SceneNode which is to be it's parent.
|
1261
|
-
@par
|
1262
|
-
Note that this method takes no parameters, and the node created is unnamed (it is
|
1263
|
-
actually given a generated name, which you can retrieve if you want).
|
1264
|
-
If you wish to create a node with a specific name, call the alternative method
|
1265
|
-
which takes a name parameter.
|
1266
|
-
*/
|
1267
|
-
virtual SceneNode* createSceneNode(void);
|
1268
|
-
|
1269
|
-
/** Creates an instance of a SceneNode with a given name.
|
1270
|
-
@remarks
|
1271
|
-
Note that this does not add the SceneNode to the scene hierarchy.
|
1272
|
-
This method is for convenience, since it allows an instance to
|
1273
|
-
be created for which the SceneManager is responsible for
|
1274
|
-
allocating and releasing memory, which is convenient in complex
|
1275
|
-
scenes.
|
1276
|
-
@par
|
1277
|
-
To include the returned SceneNode in the scene, use the addChild
|
1278
|
-
method of the SceneNode which is to be it's parent.
|
1279
|
-
@par
|
1280
|
-
Note that this method takes a name parameter, which makes the node easier to
|
1281
|
-
retrieve directly again later.
|
1282
|
-
*/
|
1283
|
-
virtual SceneNode* createSceneNode(const String& name);
|
1284
|
-
|
1285
|
-
/** Destroys a SceneNode with a given name.
|
1286
|
-
@remarks
|
1287
|
-
This allows you to physically delete an individual SceneNode if you want to.
|
1288
|
-
Note that this is not normally recommended, it's better to allow SceneManager
|
1289
|
-
to delete the nodes when the scene is cleared.
|
1290
|
-
*/
|
1291
|
-
virtual void destroySceneNode(const String& name);
|
1292
|
-
|
1293
|
-
/** Destroys a SceneNode.
|
1294
|
-
@remarks
|
1295
|
-
This allows you to physically delete an individual SceneNode if you want to.
|
1296
|
-
Note that this is not normally recommended, it's better to allow SceneManager
|
1297
|
-
to delete the nodes when the scene is cleared.
|
1298
|
-
*/
|
1299
|
-
virtual void destroySceneNode(SceneNode* sn);
|
1300
|
-
/** Gets the SceneNode at the root of the scene hierarchy.
|
1301
|
-
@remarks
|
1302
|
-
The entire scene is held as a hierarchy of nodes, which
|
1303
|
-
allows things like relative transforms, general changes in
|
1304
|
-
rendering state etc (See the SceneNode class for more info).
|
1305
|
-
In this basic SceneManager class, the application using
|
1306
|
-
Ogre is free to structure this hierarchy however it likes,
|
1307
|
-
since it has no real significance apart from making transforms
|
1308
|
-
relative to each node (more specialised subclasses will
|
1309
|
-
provide utility methods for building specific node structures
|
1310
|
-
e.g. loading a BSP tree).
|
1311
|
-
@par
|
1312
|
-
However, in all cases there is only ever one root node of
|
1313
|
-
the hierarchy, and this method returns a pointer to it.
|
1314
|
-
*/
|
1315
|
-
virtual SceneNode* getRootSceneNode(void);
|
1316
|
-
|
1317
|
-
/** Retrieves a named SceneNode from the scene graph.
|
1318
|
-
@remarks
|
1319
|
-
If you chose to name a SceneNode as you created it, or if you
|
1320
|
-
happened to make a note of the generated name, you can look it
|
1321
|
-
up wherever it is in the scene graph using this method.
|
1322
|
-
@note Throws an exception if the named instance does not exist
|
1323
|
-
*/
|
1324
|
-
virtual SceneNode* getSceneNode(const String& name) const;
|
1325
|
-
|
1326
|
-
/** Returns whether a scene node with the given name exists.
|
1327
|
-
*/
|
1328
|
-
virtual bool hasSceneNode(const String& name) const;
|
1329
|
-
|
1330
|
-
|
1331
|
-
/** Create an Entity (instance of a discrete mesh).
|
1332
|
-
@param
|
1333
|
-
entityName The name to be given to the entity (must be unique).
|
1334
|
-
@param
|
1335
|
-
meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The
|
1336
|
-
mesh will be loaded if it is not already.
|
1337
|
-
*/
|
1338
|
-
virtual Entity* createEntity(const String& entityName, const String& meshName, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME );
|
1339
|
-
|
1340
|
-
/** Create an Entity (instance of a discrete mesh).
|
1341
|
-
@param
|
1342
|
-
entityName The name to be given to the entity (must be unique).
|
1343
|
-
@param
|
1344
|
-
pMesh The pointer to the Mesh it is to be based on.
|
1345
|
-
*/
|
1346
|
-
virtual Entity* createEntity(const String& entityName, const MeshPtr& pMesh );
|
1347
|
-
|
1348
|
-
/** Create an Entity (instance of a discrete mesh) with an autogenerated name.
|
1349
|
-
@param
|
1350
|
-
meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The
|
1351
|
-
mesh will be loaded if it is not already.
|
1352
|
-
*/
|
1353
|
-
virtual Entity* createEntity(const String& meshName);
|
1354
|
-
|
1355
|
-
/** Create an Entity (instance of a discrete mesh) with an autogenerated name.
|
1356
|
-
@param
|
1357
|
-
pMesh The pointer to the Mesh it is to be based on.
|
1358
|
-
*/
|
1359
|
-
virtual Entity* createEntity(const MeshPtr& pMesh);
|
1360
|
-
|
1361
|
-
/** Prefab shapes available without loading a model.
|
1362
|
-
@note
|
1363
|
-
Minimal implementation at present.
|
1364
|
-
@todo
|
1365
|
-
Add more prefabs (teapots, teapots!!!)
|
1366
|
-
*/
|
1367
|
-
enum PrefabType {
|
1368
|
-
PT_PLANE,
|
1369
|
-
PT_CUBE,
|
1370
|
-
PT_SPHERE
|
1371
|
-
};
|
1372
|
-
|
1373
|
-
/** Create an Entity (instance of a discrete mesh) from a range of prefab shapes.
|
1374
|
-
@param
|
1375
|
-
entityName The name to be given to the entity (must be unique).
|
1376
|
-
@param
|
1377
|
-
ptype The prefab type.
|
1378
|
-
*/
|
1379
|
-
virtual Entity* createEntity(const String& entityName, PrefabType ptype);
|
1380
|
-
|
1381
|
-
/** Create an Entity (instance of a discrete mesh) from a range of prefab shapes, generating the name.
|
1382
|
-
@param ptype The prefab type.
|
1383
|
-
*/
|
1384
|
-
virtual Entity* createEntity(PrefabType ptype);
|
1385
|
-
/** Retrieves a pointer to the named Entity.
|
1386
|
-
@note Throws an exception if the named instance does not exist
|
1387
|
-
*/
|
1388
|
-
virtual Entity* getEntity(const String& name) const;
|
1389
|
-
/** Returns whether an entity with the given name exists.
|
1390
|
-
*/
|
1391
|
-
virtual bool hasEntity(const String& name) const;
|
1392
|
-
|
1393
|
-
/** Removes & destroys an Entity from the SceneManager.
|
1394
|
-
@warning
|
1395
|
-
Must only be done if the Entity is not attached
|
1396
|
-
to a SceneNode. It may be safer to wait to clear the whole
|
1397
|
-
scene if you are unsure use clearScene.
|
1398
|
-
@see
|
1399
|
-
SceneManager::clearScene
|
1400
|
-
*/
|
1401
|
-
virtual void destroyEntity(Entity* ent);
|
1402
|
-
|
1403
|
-
/** Removes & destroys an Entity from the SceneManager by name.
|
1404
|
-
@warning
|
1405
|
-
Must only be done if the Entity is not attached
|
1406
|
-
to a SceneNode. It may be safer to wait to clear the whole
|
1407
|
-
scene if you are unsure use clearScene.
|
1408
|
-
@see
|
1409
|
-
SceneManager::clearScene
|
1410
|
-
*/
|
1411
|
-
virtual void destroyEntity(const String& name);
|
1412
|
-
|
1413
|
-
/** Removes & destroys all Entities.
|
1414
|
-
@warning
|
1415
|
-
Again, use caution since no Entity must be referred to
|
1416
|
-
elsewhere e.g. attached to a SceneNode otherwise a crash
|
1417
|
-
is likely. Use clearScene if you are unsure (it clears SceneNode
|
1418
|
-
entries too.)
|
1419
|
-
@see
|
1420
|
-
SceneManager::clearScene
|
1421
|
-
*/
|
1422
|
-
virtual void destroyAllEntities(void);
|
1423
|
-
|
1424
|
-
/** Create a ManualObject, an object which you populate with geometry
|
1425
|
-
manually through a GL immediate-mode style interface.
|
1426
|
-
@param
|
1427
|
-
name The name to be given to the object (must be unique).
|
1428
|
-
*/
|
1429
|
-
virtual ManualObject* createManualObject(const String& name);
|
1430
|
-
/** Create a ManualObject, an object which you populate with geometry
|
1431
|
-
manually through a GL immediate-mode style interface, generating the name.
|
1432
|
-
*/
|
1433
|
-
virtual ManualObject* createManualObject();
|
1434
|
-
/** Retrieves a pointer to the named ManualObject.
|
1435
|
-
@note Throws an exception if the named instance does not exist
|
1436
|
-
*/
|
1437
|
-
virtual ManualObject* getManualObject(const String& name) const;
|
1438
|
-
/** Returns whether a manual object with the given name exists.
|
1439
|
-
*/
|
1440
|
-
virtual bool hasManualObject(const String& name) const;
|
1441
|
-
|
1442
|
-
/** Removes & destroys a ManualObject from the SceneManager.
|
1443
|
-
*/
|
1444
|
-
virtual void destroyManualObject(ManualObject* obj);
|
1445
|
-
/** Removes & destroys a ManualObject from the SceneManager.
|
1446
|
-
*/
|
1447
|
-
virtual void destroyManualObject(const String& name);
|
1448
|
-
/** Removes & destroys all ManualObjects from the SceneManager.
|
1449
|
-
*/
|
1450
|
-
virtual void destroyAllManualObjects(void);
|
1451
|
-
/** Create a BillboardChain, an object which you can use to render
|
1452
|
-
a linked chain of billboards.
|
1453
|
-
@param
|
1454
|
-
name The name to be given to the object (must be unique).
|
1455
|
-
*/
|
1456
|
-
virtual BillboardChain* createBillboardChain(const String& name);
|
1457
|
-
/** Create a BillboardChain, an object which you can use to render
|
1458
|
-
a linked chain of billboards, with a generated name.
|
1459
|
-
*/
|
1460
|
-
virtual BillboardChain* createBillboardChain();
|
1461
|
-
/** Retrieves a pointer to the named BillboardChain.
|
1462
|
-
@note Throws an exception if the named instance does not exist
|
1463
|
-
*/
|
1464
|
-
virtual BillboardChain* getBillboardChain(const String& name) const;
|
1465
|
-
/** Returns whether a billboard chain with the given name exists.
|
1466
|
-
*/
|
1467
|
-
virtual bool hasBillboardChain(const String& name) const;
|
1468
|
-
|
1469
|
-
/** Removes & destroys a BillboardChain from the SceneManager.
|
1470
|
-
*/
|
1471
|
-
virtual void destroyBillboardChain(BillboardChain* obj);
|
1472
|
-
/** Removes & destroys a BillboardChain from the SceneManager.
|
1473
|
-
*/
|
1474
|
-
virtual void destroyBillboardChain(const String& name);
|
1475
|
-
/** Removes & destroys all BillboardChains from the SceneManager.
|
1476
|
-
*/
|
1477
|
-
virtual void destroyAllBillboardChains(void);
|
1478
|
-
/** Create a RibbonTrail, an object which you can use to render
|
1479
|
-
a linked chain of billboards which follows one or more nodes.
|
1480
|
-
@param
|
1481
|
-
name The name to be given to the object (must be unique).
|
1482
|
-
*/
|
1483
|
-
virtual RibbonTrail* createRibbonTrail(const String& name);
|
1484
|
-
/** Create a RibbonTrail, an object which you can use to render
|
1485
|
-
a linked chain of billboards which follows one or more nodes, generating the name.
|
1486
|
-
*/
|
1487
|
-
virtual RibbonTrail* createRibbonTrail();
|
1488
|
-
/** Retrieves a pointer to the named RibbonTrail.
|
1489
|
-
@note Throws an exception if the named instance does not exist
|
1490
|
-
*/
|
1491
|
-
virtual RibbonTrail* getRibbonTrail(const String& name) const;
|
1492
|
-
/** Returns whether a ribbon trail with the given name exists.
|
1493
|
-
*/
|
1494
|
-
virtual bool hasRibbonTrail(const String& name) const;
|
1495
|
-
|
1496
|
-
/** Removes & destroys a RibbonTrail from the SceneManager.
|
1497
|
-
*/
|
1498
|
-
virtual void destroyRibbonTrail(RibbonTrail* obj);
|
1499
|
-
/** Removes & destroys a RibbonTrail from the SceneManager.
|
1500
|
-
*/
|
1501
|
-
virtual void destroyRibbonTrail(const String& name);
|
1502
|
-
/** Removes & destroys all RibbonTrails from the SceneManager.
|
1503
|
-
*/
|
1504
|
-
virtual void destroyAllRibbonTrails(void);
|
1505
|
-
|
1506
|
-
/** Creates a particle system based on a template.
|
1507
|
-
@remarks
|
1508
|
-
This method creates a new ParticleSystem instance based on the named template
|
1509
|
-
(defined through ParticleSystemManager::createTemplate) and returns a
|
1510
|
-
pointer to the caller. The caller should not delete this object, it will be freed at system shutdown,
|
1511
|
-
or can be released earlier using the destroyParticleSystem method.
|
1512
|
-
@par
|
1513
|
-
Each system created from a template takes the template's settings at the time of creation,
|
1514
|
-
but is completely separate from the template from there on.
|
1515
|
-
@par
|
1516
|
-
Creating a particle system does not make it a part of the scene. As with other MovableObject
|
1517
|
-
subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
|
1518
|
-
@par
|
1519
|
-
This is probably the more useful particle system creation method since it does not require manual
|
1520
|
-
setup of the system. Note that the initial quota is based on the template but may be changed later.
|
1521
|
-
@param
|
1522
|
-
name The name to give the new particle system instance.
|
1523
|
-
@param
|
1524
|
-
templateName The name of the template to base the new instance on.
|
1525
|
-
*/
|
1526
|
-
virtual ParticleSystem* createParticleSystem(const String& name,
|
1527
|
-
const String& templateName);
|
1528
|
-
/** Create a blank particle system.
|
1529
|
-
@remarks
|
1530
|
-
This method creates a new, blank ParticleSystem instance and returns a pointer to it.
|
1531
|
-
The caller should not delete this object, it will be freed at system shutdown, or can
|
1532
|
-
be released earlier using the destroyParticleSystem method.
|
1533
|
-
@par
|
1534
|
-
The instance returned from this method won't actually do anything because on creation a
|
1535
|
-
particle system has no emitters. The caller should manipulate the instance through it's
|
1536
|
-
ParticleSystem methods to actually create a real particle effect.
|
1537
|
-
@par
|
1538
|
-
Creating a particle system does not make it a part of the scene. As with other MovableObject
|
1539
|
-
subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
|
1540
|
-
@param
|
1541
|
-
name The name to give the ParticleSystem.
|
1542
|
-
@param
|
1543
|
-
quota The maximum number of particles to allow in this system.
|
1544
|
-
@param
|
1545
|
-
resourceGroup The resource group which will be used to load dependent resources
|
1546
|
-
*/
|
1547
|
-
virtual ParticleSystem* createParticleSystem(const String& name,
|
1548
|
-
size_t quota = 500,
|
1549
|
-
const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1550
|
-
|
1551
|
-
/** Create a blank particle system with a generated name.
|
1552
|
-
@remarks
|
1553
|
-
This method creates a new, blank ParticleSystem instance and returns a pointer to it.
|
1554
|
-
The caller should not delete this object, it will be freed at system shutdown, or can
|
1555
|
-
be released earlier using the destroyParticleSystem method.
|
1556
|
-
@par
|
1557
|
-
The instance returned from this method won't actually do anything because on creation a
|
1558
|
-
particle system has no emitters. The caller should manipulate the instance through it's
|
1559
|
-
ParticleSystem methods to actually create a real particle effect.
|
1560
|
-
@par
|
1561
|
-
Creating a particle system does not make it a part of the scene. As with other MovableObject
|
1562
|
-
subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
|
1563
|
-
@param
|
1564
|
-
quota The maximum number of particles to allow in this system.
|
1565
|
-
@param
|
1566
|
-
resourceGroup The resource group which will be used to load dependent resources
|
1567
|
-
*/
|
1568
|
-
virtual ParticleSystem* createParticleSystem(size_t quota = 500,
|
1569
|
-
const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1570
|
-
/** Retrieves a pointer to the named ParticleSystem.
|
1571
|
-
@note Throws an exception if the named instance does not exist
|
1572
|
-
*/
|
1573
|
-
virtual ParticleSystem* getParticleSystem(const String& name) const;
|
1574
|
-
/** Returns whether a particle system with the given name exists.
|
1575
|
-
*/
|
1576
|
-
virtual bool hasParticleSystem(const String& name) const;
|
1577
|
-
|
1578
|
-
/** Removes & destroys a ParticleSystem from the SceneManager.
|
1579
|
-
*/
|
1580
|
-
virtual void destroyParticleSystem(ParticleSystem* obj);
|
1581
|
-
/** Removes & destroys a ParticleSystem from the SceneManager.
|
1582
|
-
*/
|
1583
|
-
virtual void destroyParticleSystem(const String& name);
|
1584
|
-
/** Removes & destroys all ParticleSystems from the SceneManager.
|
1585
|
-
*/
|
1586
|
-
virtual void destroyAllParticleSystems(void);
|
1587
|
-
|
1588
|
-
/** Empties the entire scene, inluding all SceneNodes, Entities, Lights,
|
1589
|
-
BillboardSets etc. Cameras are not deleted at this stage since
|
1590
|
-
they are still referenced by viewports, which are not destroyed during
|
1591
|
-
this process.
|
1592
|
-
*/
|
1593
|
-
virtual void clearScene(void);
|
1594
|
-
|
1595
|
-
/** Sets the ambient light level to be used for the scene.
|
1596
|
-
@remarks
|
1597
|
-
This sets the colour and intensity of the ambient light in the scene, i.e. the
|
1598
|
-
light which is 'sourceless' and illuminates all objects equally.
|
1599
|
-
The colour of an object is affected by a combination of the light in the scene,
|
1600
|
-
and the amount of light that object reflects (in this case based on the Material::ambient
|
1601
|
-
property).
|
1602
|
-
@remarks
|
1603
|
-
By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This
|
1604
|
-
means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled)
|
1605
|
-
will not be visible unless you have some dynamic lights in your scene.
|
1606
|
-
*/
|
1607
|
-
void setAmbientLight(const ColourValue& colour);
|
1608
|
-
|
1609
|
-
/** Returns the ambient light level to be used for the scene.
|
1610
|
-
*/
|
1611
|
-
const ColourValue& getAmbientLight(void) const;
|
1612
|
-
|
1613
|
-
/** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry
|
1614
|
-
making up the world e.g. rooms, landscape etc.
|
1615
|
-
This function can be called before setWorldGeometry in a background thread, do to
|
1616
|
-
some slow tasks (e.g. IO) that do not involve the backend render system.
|
1617
|
-
@remarks
|
1618
|
-
Depending on the type of SceneManager (subclasses will be specialised
|
1619
|
-
for particular world geometry types) you have requested via the Root or
|
1620
|
-
SceneManagerEnumerator classes, you can pass a filename to this method and it
|
1621
|
-
will attempt to load the world-level geometry for use. If you try to load
|
1622
|
-
an inappropriate type of world data an exception will be thrown. The default
|
1623
|
-
SceneManager cannot handle any sort of world geometry and so will always
|
1624
|
-
throw an exception. However subclasses like BspSceneManager can load
|
1625
|
-
particular types of world geometry e.g. "q3dm1.bsp".
|
1626
|
-
|
1627
|
-
*/
|
1628
|
-
virtual void prepareWorldGeometry(const String& filename);
|
1629
|
-
|
1630
|
-
/** Sets the source of the 'world' geometry, i.e. the large, mainly
|
1631
|
-
static geometry making up the world e.g. rooms, landscape etc.
|
1632
|
-
This function can be called before setWorldGeometry in a background thread, do to
|
1633
|
-
some slow tasks (e.g. IO) that do not involve the backend render system.
|
1634
|
-
@remarks
|
1635
|
-
Depending on the type of SceneManager (subclasses will be
|
1636
|
-
specialised for particular world geometry types) you have
|
1637
|
-
requested via the Root or SceneManagerEnumerator classes, you
|
1638
|
-
can pass a stream to this method and it will attempt to load
|
1639
|
-
the world-level geometry for use. If the manager can only
|
1640
|
-
handle one input format the typeName parameter is not required.
|
1641
|
-
The stream passed will be read (and it's state updated).
|
1642
|
-
@param stream Data stream containing data to load
|
1643
|
-
@param typeName String identifying the type of world geometry
|
1644
|
-
contained in the stream - not required if this manager only
|
1645
|
-
supports one type of world geometry.
|
1646
|
-
*/
|
1647
|
-
virtual void prepareWorldGeometry(DataStreamPtr& stream,
|
1648
|
-
const String& typeName = StringUtil::BLANK);
|
1649
|
-
|
1650
|
-
/** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry
|
1651
|
-
making up the world e.g. rooms, landscape etc.
|
1652
|
-
@remarks
|
1653
|
-
Depending on the type of SceneManager (subclasses will be specialised
|
1654
|
-
for particular world geometry types) you have requested via the Root or
|
1655
|
-
SceneManagerEnumerator classes, you can pass a filename to this method and it
|
1656
|
-
will attempt to load the world-level geometry for use. If you try to load
|
1657
|
-
an inappropriate type of world data an exception will be thrown. The default
|
1658
|
-
SceneManager cannot handle any sort of world geometry and so will always
|
1659
|
-
throw an exception. However subclasses like BspSceneManager can load
|
1660
|
-
particular types of world geometry e.g. "q3dm1.bsp".
|
1661
|
-
*/
|
1662
|
-
virtual void setWorldGeometry(const String& filename);
|
1663
|
-
|
1664
|
-
/** Sets the source of the 'world' geometry, i.e. the large, mainly
|
1665
|
-
static geometry making up the world e.g. rooms, landscape etc.
|
1666
|
-
@remarks
|
1667
|
-
Depending on the type of SceneManager (subclasses will be
|
1668
|
-
specialised for particular world geometry types) you have
|
1669
|
-
requested via the Root or SceneManagerEnumerator classes, you
|
1670
|
-
can pass a stream to this method and it will attempt to load
|
1671
|
-
the world-level geometry for use. If the manager can only
|
1672
|
-
handle one input format the typeName parameter is not required.
|
1673
|
-
The stream passed will be read (and it's state updated).
|
1674
|
-
@param stream Data stream containing data to load
|
1675
|
-
@param typeName String identifying the type of world geometry
|
1676
|
-
contained in the stream - not required if this manager only
|
1677
|
-
supports one type of world geometry.
|
1678
|
-
*/
|
1679
|
-
virtual void setWorldGeometry(DataStreamPtr& stream,
|
1680
|
-
const String& typeName = StringUtil::BLANK);
|
1681
|
-
|
1682
|
-
/** Estimate the number of loading stages required to load the named
|
1683
|
-
world geometry.
|
1684
|
-
@remarks
|
1685
|
-
This method should be overridden by SceneManagers that provide
|
1686
|
-
custom world geometry that can take some time to load. They should
|
1687
|
-
return from this method a count of the number of stages of progress
|
1688
|
-
they can report on whilst loading. During real loading (setWorldGeometry),
|
1689
|
-
they should call ResourceGroupManager::_notifyWorldGeometryProgress exactly
|
1690
|
-
that number of times when loading the geometry for real.
|
1691
|
-
@note
|
1692
|
-
The default is to return 0, ie to not report progress.
|
1693
|
-
*/
|
1694
|
-
virtual size_t estimateWorldGeometry(const String& filename)
|
1695
|
-
{ (void)filename; return 0; }
|
1696
|
-
|
1697
|
-
/** Estimate the number of loading stages required to load the named
|
1698
|
-
world geometry.
|
1699
|
-
@remarks
|
1700
|
-
Operates just like the version of this method which takes a
|
1701
|
-
filename, but operates on a stream instead. Note that since the
|
1702
|
-
stream is updated, you'll need to reset the stream or reopen it
|
1703
|
-
when it comes to loading it for real.
|
1704
|
-
@param stream Data stream containing data to load
|
1705
|
-
@param typeName String identifying the type of world geometry
|
1706
|
-
contained in the stream - not required if this manager only
|
1707
|
-
supports one type of world geometry.
|
1708
|
-
*/
|
1709
|
-
virtual size_t estimateWorldGeometry(DataStreamPtr& stream,
|
1710
|
-
const String& typeName = StringUtil::BLANK)
|
1711
|
-
{ (void)stream; (void)typeName; return 0; }
|
1712
|
-
|
1713
|
-
/** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.
|
1714
|
-
@remarks
|
1715
|
-
Typically this method returns the origin unless a) world geometry has been loaded using
|
1716
|
-
SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points.
|
1717
|
-
If there is more than one viewpoint which the scene manager can suggest, it will always suggest
|
1718
|
-
the first one unless the random parameter is true.
|
1719
|
-
@param
|
1720
|
-
random If true, and there is more than one possible suggestion, a random one will be used. If false
|
1721
|
-
the same one will always be suggested.
|
1722
|
-
@return
|
1723
|
-
On success, true is returned.
|
1724
|
-
@par
|
1725
|
-
On failiure, false is returned.
|
1726
|
-
*/
|
1727
|
-
virtual ViewPoint getSuggestedViewpoint(bool random = false);
|
1728
|
-
|
1729
|
-
/** Method for setting a specific option of the Scene Manager. These options are usually
|
1730
|
-
specific for a certain implemntation of the Scene Manager class, and may (and probably
|
1731
|
-
will) not exist across different implementations.
|
1732
|
-
@param
|
1733
|
-
strKey The name of the option to set
|
1734
|
-
@param
|
1735
|
-
pValue A pointer to the value - the size should be calculated by the scene manager
|
1736
|
-
based on the key
|
1737
|
-
@return
|
1738
|
-
On success, true is returned.
|
1739
|
-
@par
|
1740
|
-
On failiure, false is returned.
|
1741
|
-
*/
|
1742
|
-
virtual bool setOption( const String& strKey, const void* pValue )
|
1743
|
-
{ (void)strKey; (void)pValue; return false; }
|
1744
|
-
|
1745
|
-
/** Method for getting the value of an implementation-specific Scene Manager option.
|
1746
|
-
@param
|
1747
|
-
strKey The name of the option
|
1748
|
-
@param
|
1749
|
-
pDestValue A pointer to a memory location where the value will
|
1750
|
-
be copied. Currently, the memory will be allocated by the
|
1751
|
-
scene manager, but this may change
|
1752
|
-
@return
|
1753
|
-
On success, true is returned and pDestValue points to the value of the given
|
1754
|
-
option.
|
1755
|
-
@par
|
1756
|
-
On failiure, false is returned and pDestValue is set to NULL.
|
1757
|
-
*/
|
1758
|
-
virtual bool getOption( const String& strKey, void* pDestValue )
|
1759
|
-
{ (void)strKey; (void)pDestValue; return false; }
|
1760
|
-
|
1761
|
-
/** Method for verifying wether the scene manager has an implementation-specific
|
1762
|
-
option.
|
1763
|
-
@param
|
1764
|
-
strKey The name of the option to check for.
|
1765
|
-
@return
|
1766
|
-
If the scene manager contains the given option, true is returned.
|
1767
|
-
@remarks
|
1768
|
-
If it does not, false is returned.
|
1769
|
-
*/
|
1770
|
-
virtual bool hasOption( const String& strKey ) const
|
1771
|
-
{ (void)strKey; return false; }
|
1772
|
-
|
1773
|
-
/** Method for getting all possible values for a specific option. When this list is too large
|
1774
|
-
(i.e. the option expects, for example, a float), the return value will be true, but the
|
1775
|
-
list will contain just one element whose size will be set to 0.
|
1776
|
-
Otherwise, the list will be filled with all the possible values the option can
|
1777
|
-
accept.
|
1778
|
-
@param
|
1779
|
-
strKey The name of the option to get the values for.
|
1780
|
-
@param
|
1781
|
-
refValueList A reference to a list that will be filled with the available values.
|
1782
|
-
@return
|
1783
|
-
On success (the option exists), true is returned.
|
1784
|
-
@par
|
1785
|
-
On failure, false is returned.
|
1786
|
-
*/
|
1787
|
-
virtual bool getOptionValues( const String& strKey, StringVector& refValueList )
|
1788
|
-
{ (void)strKey; (void)refValueList; return false; }
|
1789
|
-
|
1790
|
-
/** Method for getting all the implementation-specific options of the scene manager.
|
1791
|
-
@param
|
1792
|
-
refKeys A reference to a list that will be filled with all the available options.
|
1793
|
-
@return
|
1794
|
-
On success, true is returned. On failiure, false is returned.
|
1795
|
-
*/
|
1796
|
-
virtual bool getOptionKeys( StringVector& refKeys )
|
1797
|
-
{ (void)refKeys; return false; }
|
1798
|
-
|
1799
|
-
/** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.
|
1800
|
-
@remarks
|
1801
|
-
This must be done before issuing objects to the rendering pipeline, since derived transformations from
|
1802
|
-
parent nodes are not updated until required. This SceneManager is a basic implementation which simply
|
1803
|
-
updates all nodes from the root. This ensures the scene is up to date but requires all the nodes
|
1804
|
-
to be updated even if they are not visible. Subclasses could trim this such that only potentially visible
|
1805
|
-
nodes are updated.
|
1806
|
-
*/
|
1807
|
-
virtual void _updateSceneGraph(Camera* cam);
|
1808
|
-
|
1809
|
-
/** Internal method which parses the scene to find visible objects to render.
|
1810
|
-
@remarks
|
1811
|
-
If you're implementing a custom scene manager, this is the most important method to
|
1812
|
-
override since it's here you can apply your custom world partitioning scheme. Once you
|
1813
|
-
have added the appropriate objects to the render queue, you can let the default
|
1814
|
-
SceneManager objects _renderVisibleObjects handle the actual rendering of the objects
|
1815
|
-
you pick.
|
1816
|
-
@par
|
1817
|
-
Any visible objects will be added to a rendering queue, which is indexed by material in order
|
1818
|
-
to ensure objects with the same material are rendered together to minimise render state changes.
|
1819
|
-
*/
|
1820
|
-
virtual void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
|
1821
|
-
|
1822
|
-
/** Internal method for applying animations to scene nodes.
|
1823
|
-
@remarks
|
1824
|
-
Uses the internally stored AnimationState objects to apply animation to SceneNodes.
|
1825
|
-
*/
|
1826
|
-
virtual void _applySceneAnimations(void);
|
1827
|
-
|
1828
|
-
/** Sends visible objects found in _findVisibleObjects to the rendering engine.
|
1829
|
-
*/
|
1830
|
-
virtual void _renderVisibleObjects(void);
|
1831
|
-
|
1832
|
-
/** Prompts the class to send its contents to the renderer.
|
1833
|
-
@remarks
|
1834
|
-
This method prompts the scene manager to send the
|
1835
|
-
contents of the scene it manages to the rendering
|
1836
|
-
pipeline, possibly preceded by some sorting, culling
|
1837
|
-
or other scene management tasks. Note that this method is not normally called
|
1838
|
-
directly by the user application; it is called automatically
|
1839
|
-
by the Ogre rendering loop.
|
1840
|
-
@param camera Pointer to a camera from whose viewpoint the scene is to
|
1841
|
-
be rendered.
|
1842
|
-
@param vp The target viewport
|
1843
|
-
@param includeOverlays Whether or not overlay objects should be rendered
|
1844
|
-
*/
|
1845
|
-
virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
|
1846
|
-
|
1847
|
-
/** Internal method for queueing the sky objects with the params as
|
1848
|
-
previously set through setSkyBox, setSkyPlane and setSkyDome.
|
1849
|
-
*/
|
1850
|
-
virtual void _queueSkiesForRendering(Camera* cam);
|
1851
|
-
|
1852
|
-
|
1853
|
-
|
1854
|
-
/** Notifies the scene manager of its destination render system
|
1855
|
-
@remarks
|
1856
|
-
Called automatically by RenderSystem::addSceneManager
|
1857
|
-
this method simply notifies the manager of the render
|
1858
|
-
system to which its output must be directed.
|
1859
|
-
@param
|
1860
|
-
sys Pointer to the RenderSystem subclass to be used as a render target.
|
1861
|
-
*/
|
1862
|
-
virtual void _setDestinationRenderSystem(RenderSystem* sys);
|
1863
|
-
|
1864
|
-
/** Enables / disables a 'sky plane' i.e. a plane at constant
|
1865
|
-
distance from the camera representing the sky.
|
1866
|
-
@remarks
|
1867
|
-
You can create sky planes yourself using the standard mesh and
|
1868
|
-
entity methods, but this creates a plane which the camera can
|
1869
|
-
never get closer or further away from - it moves with the camera.
|
1870
|
-
(NB you could create this effect by creating a world plane which
|
1871
|
-
was attached to the same SceneNode as the Camera too, but this
|
1872
|
-
would only apply to a single camera whereas this plane applies to
|
1873
|
-
any camera using this scene manager).
|
1874
|
-
@note
|
1875
|
-
To apply scaling, scrolls etc to the sky texture(s) you
|
1876
|
-
should use the TextureUnitState class methods.
|
1877
|
-
@param
|
1878
|
-
enable True to enable the plane, false to disable it
|
1879
|
-
@param
|
1880
|
-
plane Details of the plane, i.e. it's normal and it's
|
1881
|
-
distance from the camera.
|
1882
|
-
@param
|
1883
|
-
materialName The name of the material the plane will use
|
1884
|
-
@param
|
1885
|
-
scale The scaling applied to the sky plane - higher values
|
1886
|
-
mean a bigger sky plane - you may want to tweak this
|
1887
|
-
depending on the size of plane.d and the other
|
1888
|
-
characteristics of your scene
|
1889
|
-
@param
|
1890
|
-
tiling How many times to tile the texture across the sky.
|
1891
|
-
Applies to all texture layers. If you need finer control use
|
1892
|
-
the TextureUnitState texture coordinate transformation methods.
|
1893
|
-
@param
|
1894
|
-
drawFirst If true, the plane is drawn before all other
|
1895
|
-
geometry in the scene, without updating the depth buffer.
|
1896
|
-
This is the safest rendering method since all other objects
|
1897
|
-
will always appear in front of the sky. However this is not
|
1898
|
-
the most efficient way if most of the sky is often occluded
|
1899
|
-
by other objects. If this is the case, you can set this
|
1900
|
-
parameter to false meaning it draws <em>after</em> all other
|
1901
|
-
geometry which can be an optimisation - however you must
|
1902
|
-
ensure that the plane.d value is large enough that no objects
|
1903
|
-
will 'poke through' the sky plane when it is rendered.
|
1904
|
-
@param
|
1905
|
-
bow If zero, the plane will be completely flat (like previous
|
1906
|
-
versions. If above zero, the plane will be curved, allowing
|
1907
|
-
the sky to appear below camera level. Curved sky planes are
|
1908
|
-
simular to skydomes, but are more compatible with fog.
|
1909
|
-
@param xsegments, ysegments
|
1910
|
-
Determines the number of segments the plane will have to it. This
|
1911
|
-
is most important when you are bowing the plane, but may also be useful
|
1912
|
-
if you need tesselation on the plane to perform per-vertex effects.
|
1913
|
-
@param groupName
|
1914
|
-
The name of the resource group to which to assign the plane mesh.
|
1915
|
-
*/
|
1916
|
-
|
1917
|
-
virtual void setSkyPlane(
|
1918
|
-
bool enable,
|
1919
|
-
const Plane& plane, const String& materialName, Real scale = 1000,
|
1920
|
-
Real tiling = 10, bool drawFirst = true, Real bow = 0,
|
1921
|
-
int xsegments = 1, int ysegments = 1,
|
1922
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1923
|
-
/** Enables / disables a 'sky plane' i.e. a plane at constant
|
1924
|
-
distance from the camera representing the sky.
|
1925
|
-
@remarks
|
1926
|
-
You can create sky planes yourself using the standard mesh and
|
1927
|
-
entity methods, but this creates a plane which the camera can
|
1928
|
-
never get closer or further away from - it moves with the camera.
|
1929
|
-
(NB you could create this effect by creating a world plane which
|
1930
|
-
was attached to the same SceneNode as the Camera too, but this
|
1931
|
-
would only apply to a single camera whereas this plane applies to
|
1932
|
-
any camera using this scene manager).
|
1933
|
-
@note
|
1934
|
-
To apply scaling, scrolls etc to the sky texture(s) you
|
1935
|
-
should use the TextureUnitState class methods.
|
1936
|
-
@param
|
1937
|
-
enable True to enable the plane, false to disable it
|
1938
|
-
@param
|
1939
|
-
plane Details of the plane, i.e. it's normal and it's
|
1940
|
-
distance from the camera.
|
1941
|
-
@param
|
1942
|
-
materialName The name of the material the plane will use
|
1943
|
-
@param
|
1944
|
-
scale The scaling applied to the sky plane - higher values
|
1945
|
-
mean a bigger sky plane - you may want to tweak this
|
1946
|
-
depending on the size of plane.d and the other
|
1947
|
-
characteristics of your scene
|
1948
|
-
@param
|
1949
|
-
tiling How many times to tile the texture across the sky.
|
1950
|
-
Applies to all texture layers. If you need finer control use
|
1951
|
-
the TextureUnitState texture coordinate transformation methods.
|
1952
|
-
@param
|
1953
|
-
renderQueue The render queue to use when rendering this object
|
1954
|
-
@param
|
1955
|
-
bow If zero, the plane will be completely flat (like previous
|
1956
|
-
versions. If above zero, the plane will be curved, allowing
|
1957
|
-
the sky to appear below camera level. Curved sky planes are
|
1958
|
-
simular to skydomes, but are more compatible with fog.
|
1959
|
-
@param xsegments, ysegments
|
1960
|
-
Determines the number of segments the plane will have to it. This
|
1961
|
-
is most important when you are bowing the plane, but may also be useful
|
1962
|
-
if you need tesselation on the plane to perform per-vertex effects.
|
1963
|
-
@param groupName
|
1964
|
-
The name of the resource group to which to assign the plane mesh.
|
1965
|
-
*/
|
1966
|
-
virtual void _setSkyPlane(
|
1967
|
-
bool enable,
|
1968
|
-
const Plane& plane, const String& materialName, Real scale = 1000,
|
1969
|
-
Real tiling = 10, uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY, Real bow = 0,
|
1970
|
-
int xsegments = 1, int ysegments = 1,
|
1971
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
1972
|
-
|
1973
|
-
/** Enables / disables a 'sky plane' */
|
1974
|
-
virtual void setSkyPlaneEnabled(bool enable) { mSkyPlaneEnabled = enable; }
|
1975
|
-
|
1976
|
-
/** Return whether a key plane is enabled */
|
1977
|
-
virtual bool isSkyPlaneEnabled(void) const { return mSkyPlaneEnabled; }
|
1978
|
-
|
1979
|
-
/** Get the sky plane node, if enabled. */
|
1980
|
-
virtual SceneNode* getSkyPlaneNode(void) const { return mSkyPlaneNode; }
|
1981
|
-
|
1982
|
-
/** Get the parameters used to construct the SkyPlane, if any **/
|
1983
|
-
virtual const SkyPlaneGenParameters& getSkyPlaneGenParameters(void) const { return mSkyPlaneGenParameters; }
|
1984
|
-
|
1985
|
-
/** Enables / disables a 'sky box' i.e. a 6-sided box at constant
|
1986
|
-
distance from the camera representing the sky.
|
1987
|
-
@remarks
|
1988
|
-
You could create a sky box yourself using the standard mesh and
|
1989
|
-
entity methods, but this creates a plane which the camera can
|
1990
|
-
never get closer or further away from - it moves with the camera.
|
1991
|
-
(NB you could create this effect by creating a world box which
|
1992
|
-
was attached to the same SceneNode as the Camera too, but this
|
1993
|
-
would only apply to a single camera whereas this skybox applies
|
1994
|
-
to any camera using this scene manager).
|
1995
|
-
@par
|
1996
|
-
The material you use for the skybox can either contain layers
|
1997
|
-
which are single textures, or they can be cubic textures, i.e.
|
1998
|
-
made up of 6 images, one for each plane of the cube. See the
|
1999
|
-
TextureUnitState class for more information.
|
2000
|
-
@param
|
2001
|
-
enable True to enable the skybox, false to disable it
|
2002
|
-
@param
|
2003
|
-
materialName The name of the material the box will use
|
2004
|
-
@param
|
2005
|
-
distance Distance in world coorinates from the camera to
|
2006
|
-
each plane of the box. The default is normally OK.
|
2007
|
-
@param
|
2008
|
-
drawFirst If true, the box is drawn before all other
|
2009
|
-
geometry in the scene, without updating the depth buffer.
|
2010
|
-
This is the safest rendering method since all other objects
|
2011
|
-
will always appear in front of the sky. However this is not
|
2012
|
-
the most efficient way if most of the sky is often occluded
|
2013
|
-
by other objects. If this is the case, you can set this
|
2014
|
-
parameter to false meaning it draws <em>after</em> all other
|
2015
|
-
geometry which can be an optimisation - however you must
|
2016
|
-
ensure that the distance value is large enough that no
|
2017
|
-
objects will 'poke through' the sky box when it is rendered.
|
2018
|
-
@param
|
2019
|
-
orientation Optional parameter to specify the orientation
|
2020
|
-
of the box. By default the 'top' of the box is deemed to be
|
2021
|
-
in the +y direction, and the 'front' at the -z direction.
|
2022
|
-
You can use this parameter to rotate the sky if you want.
|
2023
|
-
@param groupName
|
2024
|
-
The name of the resource group to which to assign the plane mesh.
|
2025
|
-
*/
|
2026
|
-
virtual void setSkyBox(
|
2027
|
-
bool enable, const String& materialName, Real distance = 5000,
|
2028
|
-
bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY,
|
2029
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
2030
|
-
|
2031
|
-
/** Enables / disables a 'sky box' i.e. a 6-sided box at constant
|
2032
|
-
distance from the camera representing the sky.
|
2033
|
-
@remarks
|
2034
|
-
You could create a sky box yourself using the standard mesh and
|
2035
|
-
entity methods, but this creates a plane which the camera can
|
2036
|
-
never get closer or further away from - it moves with the camera.
|
2037
|
-
(NB you could create this effect by creating a world box which
|
2038
|
-
was attached to the same SceneNode as the Camera too, but this
|
2039
|
-
would only apply to a single camera whereas this skybox applies
|
2040
|
-
to any camera using this scene manager).
|
2041
|
-
@par
|
2042
|
-
The material you use for the skybox can either contain layers
|
2043
|
-
which are single textures, or they can be cubic textures, i.e.
|
2044
|
-
made up of 6 images, one for each plane of the cube. See the
|
2045
|
-
TextureUnitState class for more information.
|
2046
|
-
@param
|
2047
|
-
enable True to enable the skybox, false to disable it
|
2048
|
-
@param
|
2049
|
-
materialName The name of the material the box will use
|
2050
|
-
@param
|
2051
|
-
distance Distance in world coorinates from the camera to
|
2052
|
-
each plane of the box. The default is normally OK.
|
2053
|
-
@param
|
2054
|
-
renderQueue The render queue to use when rendering this object
|
2055
|
-
@param
|
2056
|
-
orientation Optional parameter to specify the orientation
|
2057
|
-
of the box. By default the 'top' of the box is deemed to be
|
2058
|
-
in the +y direction, and the 'front' at the -z direction.
|
2059
|
-
You can use this parameter to rotate the sky if you want.
|
2060
|
-
@param groupName
|
2061
|
-
The name of the resource group to which to assign the plane mesh.
|
2062
|
-
*/
|
2063
|
-
virtual void _setSkyBox(
|
2064
|
-
bool enable, const String& materialName, Real distance = 5000,
|
2065
|
-
uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY, const Quaternion& orientation = Quaternion::IDENTITY,
|
2066
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
2067
|
-
|
2068
|
-
/** Enables / disables a 'sky box' */
|
2069
|
-
virtual void setSkyBoxEnabled(bool enable) { mSkyBoxEnabled = enable; }
|
2070
|
-
|
2071
|
-
/** Return whether a skybox is enabled */
|
2072
|
-
virtual bool isSkyBoxEnabled(void) const { return mSkyBoxEnabled; }
|
2073
|
-
|
2074
|
-
/** Get the skybox node, if enabled. */
|
2075
|
-
virtual SceneNode* getSkyBoxNode(void) const { return mSkyBoxNode; }
|
2076
|
-
|
2077
|
-
/** Get the parameters used to generate the current SkyBox, if any */
|
2078
|
-
virtual const SkyBoxGenParameters& getSkyBoxGenParameters(void) const { return mSkyBoxGenParameters; }
|
2079
|
-
|
2080
|
-
/** Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
|
2081
|
-
@remarks
|
2082
|
-
A sky dome is actually formed by 5 sides of a cube, but with
|
2083
|
-
texture coordinates generated such that the surface appears
|
2084
|
-
curved like a dome. Sky domes are appropriate where you need a
|
2085
|
-
realistic looking sky where the scene is not going to be
|
2086
|
-
'fogged', and there is always a 'floor' of some sort to prevent
|
2087
|
-
the viewer looking below the horizon (the distortion effect below
|
2088
|
-
the horizon can be pretty horrible, and there is never anyhting
|
2089
|
-
directly below the viewer). If you need a complete wrap-around
|
2090
|
-
background, use the setSkyBox method instead. You can actually
|
2091
|
-
combine a sky box and a sky dome if you want, to give a positional
|
2092
|
-
backdrop with an overlayed curved cloud layer.
|
2093
|
-
@par
|
2094
|
-
Sky domes work well with 2D repeating textures like clouds. You
|
2095
|
-
can change the apparent 'curvature' of the sky depending on how
|
2096
|
-
your scene is viewed - lower curvatures are better for 'open'
|
2097
|
-
scenes like landscapes, whilst higher curvatures are better for
|
2098
|
-
say FPS levels where you don't see a lot of the sky at once and
|
2099
|
-
the exaggerated curve looks good.
|
2100
|
-
@param
|
2101
|
-
enable True to enable the skydome, false to disable it
|
2102
|
-
@param
|
2103
|
-
materialName The name of the material the dome will use
|
2104
|
-
@param
|
2105
|
-
curvature The curvature of the dome. Good values are
|
2106
|
-
between 2 and 65. Higher values are more curved leading to
|
2107
|
-
a smoother effect, lower values are less curved meaning
|
2108
|
-
more distortion at the horizons but a better distance effect.
|
2109
|
-
@param
|
2110
|
-
tiling How many times to tile the texture(s) across the
|
2111
|
-
dome.
|
2112
|
-
@param
|
2113
|
-
distance Distance in world coorinates from the camera to
|
2114
|
-
each plane of the box the dome is rendered on. The default
|
2115
|
-
is normally OK.
|
2116
|
-
@param
|
2117
|
-
drawFirst If true, the dome is drawn before all other
|
2118
|
-
geometry in the scene, without updating the depth buffer.
|
2119
|
-
This is the safest rendering method since all other objects
|
2120
|
-
will always appear in front of the sky. However this is not
|
2121
|
-
the most efficient way if most of the sky is often occluded
|
2122
|
-
by other objects. If this is the case, you can set this
|
2123
|
-
parameter to false meaning it draws <em>after</em> all other
|
2124
|
-
geometry which can be an optimisation - however you must
|
2125
|
-
ensure that the distance value is large enough that no
|
2126
|
-
objects will 'poke through' the sky when it is rendered.
|
2127
|
-
@param
|
2128
|
-
orientation Optional parameter to specify the orientation
|
2129
|
-
of the dome. By default the 'top' of the dome is deemed to
|
2130
|
-
be in the +y direction, and the 'front' at the -z direction.
|
2131
|
-
You can use this parameter to rotate the sky if you want.
|
2132
|
-
@param groupName
|
2133
|
-
The name of the resource group to which to assign the plane mesh.
|
2134
|
-
*/
|
2135
|
-
virtual void setSkyDome(
|
2136
|
-
bool enable, const String& materialName, Real curvature = 10,
|
2137
|
-
Real tiling = 8, Real distance = 4000, bool drawFirst = true,
|
2138
|
-
const Quaternion& orientation = Quaternion::IDENTITY,
|
2139
|
-
int xsegments = 16, int ysegments = 16, int ysegments_keep = -1,
|
2140
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
2141
|
-
|
2142
|
-
/** Enables / disables a 'sky dome' i.e. an illusion of a curved sky.
|
2143
|
-
@remarks
|
2144
|
-
A sky dome is actually formed by 5 sides of a cube, but with
|
2145
|
-
texture coordinates generated such that the surface appears
|
2146
|
-
curved like a dome. Sky domes are appropriate where you need a
|
2147
|
-
realistic looking sky where the scene is not going to be
|
2148
|
-
'fogged', and there is always a 'floor' of some sort to prevent
|
2149
|
-
the viewer looking below the horizon (the distortion effect below
|
2150
|
-
the horizon can be pretty horrible, and there is never anyhting
|
2151
|
-
directly below the viewer). If you need a complete wrap-around
|
2152
|
-
background, use the setSkyBox method instead. You can actually
|
2153
|
-
combine a sky box and a sky dome if you want, to give a positional
|
2154
|
-
backdrop with an overlayed curved cloud layer.
|
2155
|
-
@par
|
2156
|
-
Sky domes work well with 2D repeating textures like clouds. You
|
2157
|
-
can change the apparent 'curvature' of the sky depending on how
|
2158
|
-
your scene is viewed - lower curvatures are better for 'open'
|
2159
|
-
scenes like landscapes, whilst higher curvatures are better for
|
2160
|
-
say FPS levels where you don't see a lot of the sky at once and
|
2161
|
-
the exaggerated curve looks good.
|
2162
|
-
@param
|
2163
|
-
enable True to enable the skydome, false to disable it
|
2164
|
-
@param
|
2165
|
-
materialName The name of the material the dome will use
|
2166
|
-
@param
|
2167
|
-
curvature The curvature of the dome. Good values are
|
2168
|
-
between 2 and 65. Higher values are more curved leading to
|
2169
|
-
a smoother effect, lower values are less curved meaning
|
2170
|
-
more distortion at the horizons but a better distance effect.
|
2171
|
-
@param
|
2172
|
-
tiling How many times to tile the texture(s) across the
|
2173
|
-
dome.
|
2174
|
-
@param
|
2175
|
-
distance Distance in world coorinates from the camera to
|
2176
|
-
each plane of the box the dome is rendered on. The default
|
2177
|
-
is normally OK.
|
2178
|
-
@param
|
2179
|
-
renderQueue The render queue to use when rendering this object
|
2180
|
-
@param
|
2181
|
-
orientation Optional parameter to specify the orientation
|
2182
|
-
of the dome. By default the 'top' of the dome is deemed to
|
2183
|
-
be in the +y direction, and the 'front' at the -z direction.
|
2184
|
-
You can use this parameter to rotate the sky if you want.
|
2185
|
-
@param groupName
|
2186
|
-
The name of the resource group to which to assign the plane mesh.
|
2187
|
-
*/
|
2188
|
-
virtual void _setSkyDome(
|
2189
|
-
bool enable, const String& materialName, Real curvature = 10,
|
2190
|
-
Real tiling = 8, Real distance = 4000, uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY,
|
2191
|
-
const Quaternion& orientation = Quaternion::IDENTITY,
|
2192
|
-
int xsegments = 16, int ysegments = 16, int ysegments_keep = -1,
|
2193
|
-
const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
2194
|
-
|
2195
|
-
/** Enables / disables a 'sky dome' */
|
2196
|
-
virtual void setSkyDomeEnabled(bool enable) { mSkyDomeEnabled = enable; }
|
2197
|
-
|
2198
|
-
/** Return whether a skydome is enabled */
|
2199
|
-
virtual bool isSkyDomeEnabled(void) const { return mSkyDomeEnabled; }
|
2200
|
-
|
2201
|
-
/** Get the sky dome node, if enabled. */
|
2202
|
-
virtual SceneNode* getSkyDomeNode(void) const { return mSkyDomeNode; }
|
2203
|
-
|
2204
|
-
/** Get the parameters used to generate the current SkyDome, if any */
|
2205
|
-
virtual const SkyDomeGenParameters& getSkyDomeGenParameters(void) const { return mSkyDomeGenParameters; }
|
2206
|
-
|
2207
|
-
/** Sets the fogging mode applied to the scene.
|
2208
|
-
@remarks
|
2209
|
-
This method sets up the scene-wide fogging effect. These settings
|
2210
|
-
apply to all geometry rendered, UNLESS the material with which it
|
2211
|
-
is rendered has it's own fog settings (see Material::setFog).
|
2212
|
-
@param
|
2213
|
-
mode Set up the mode of fog as described in the FogMode
|
2214
|
-
enum, or set to FOG_NONE to turn off.
|
2215
|
-
@param
|
2216
|
-
colour The colour of the fog. Either set this to the same
|
2217
|
-
as your viewport background colour, or to blend in with a
|
2218
|
-
skydome or skybox.
|
2219
|
-
@param
|
2220
|
-
expDensity The density of the fog in FOG_EXP or FOG_EXP2
|
2221
|
-
mode, as a value between 0 and 1. The default is 0.001.
|
2222
|
-
@param
|
2223
|
-
linearStart Distance in world units at which linear fog starts to
|
2224
|
-
encroach. Only applicable if mode is
|
2225
|
-
FOG_LINEAR.
|
2226
|
-
@param
|
2227
|
-
linearEnd Distance in world units at which linear fog becomes completely
|
2228
|
-
opaque. Only applicable if mode is
|
2229
|
-
FOG_LINEAR.
|
2230
|
-
*/
|
2231
|
-
void setFog(
|
2232
|
-
FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White,
|
2233
|
-
Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0);
|
2234
|
-
|
2235
|
-
/** Returns the fog mode for the scene.
|
2236
|
-
*/
|
2237
|
-
virtual FogMode getFogMode(void) const;
|
2238
|
-
|
2239
|
-
/** Returns the fog colour for the scene.
|
2240
|
-
*/
|
2241
|
-
virtual const ColourValue& getFogColour(void) const;
|
2242
|
-
|
2243
|
-
/** Returns the fog start distance for the scene.
|
2244
|
-
*/
|
2245
|
-
virtual Real getFogStart(void) const;
|
2246
|
-
|
2247
|
-
/** Returns the fog end distance for the scene.
|
2248
|
-
*/
|
2249
|
-
virtual Real getFogEnd(void) const;
|
2250
|
-
|
2251
|
-
/** Returns the fog density for the scene.
|
2252
|
-
*/
|
2253
|
-
virtual Real getFogDensity(void) const;
|
2254
|
-
|
2255
|
-
|
2256
|
-
/** Creates a new BillboardSet for use with this scene manager.
|
2257
|
-
@remarks
|
2258
|
-
This method creates a new BillboardSet which is registered with
|
2259
|
-
the SceneManager. The SceneManager will destroy this object when
|
2260
|
-
it shuts down or when the SceneManager::clearScene method is
|
2261
|
-
called, so the caller does not have to worry about destroying
|
2262
|
-
this object (in fact, it definitely should not do this).
|
2263
|
-
@par
|
2264
|
-
See the BillboardSet documentations for full details of the
|
2265
|
-
returned class.
|
2266
|
-
@param
|
2267
|
-
name The name to give to this billboard set. Must be unique.
|
2268
|
-
@param
|
2269
|
-
poolSize The initial size of the pool of billboards (see BillboardSet for more information)
|
2270
|
-
@see
|
2271
|
-
BillboardSet
|
2272
|
-
*/
|
2273
|
-
virtual BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20);
|
2274
|
-
|
2275
|
-
/** Creates a new BillboardSet for use with this scene manager, with a generated name.
|
2276
|
-
@param
|
2277
|
-
poolSize The initial size of the pool of billboards (see BillboardSet for more information)
|
2278
|
-
@see
|
2279
|
-
BillboardSet
|
2280
|
-
*/
|
2281
|
-
virtual BillboardSet* createBillboardSet(unsigned int poolSize = 20);
|
2282
|
-
/** Retrieves a pointer to the named BillboardSet.
|
2283
|
-
@note Throws an exception if the named instance does not exist
|
2284
|
-
*/
|
2285
|
-
virtual BillboardSet* getBillboardSet(const String& name) const;
|
2286
|
-
/** Returns whether a billboardset with the given name exists.
|
2287
|
-
*/
|
2288
|
-
virtual bool hasBillboardSet(const String& name) const;
|
2289
|
-
|
2290
|
-
/** Removes & destroys an BillboardSet from the SceneManager.
|
2291
|
-
@warning
|
2292
|
-
Must only be done if the BillboardSet is not attached
|
2293
|
-
to a SceneNode. It may be safer to wait to clear the whole
|
2294
|
-
scene. If you are unsure, use clearScene.
|
2295
|
-
*/
|
2296
|
-
virtual void destroyBillboardSet(BillboardSet* set);
|
2297
|
-
|
2298
|
-
/** Removes & destroys an BillboardSet from the SceneManager by name.
|
2299
|
-
@warning
|
2300
|
-
Must only be done if the BillboardSet is not attached
|
2301
|
-
to a SceneNode. It may be safer to wait to clear the whole
|
2302
|
-
scene. If you are unsure, use clearScene.
|
2303
|
-
*/
|
2304
|
-
virtual void destroyBillboardSet(const String& name);
|
2305
|
-
|
2306
|
-
/** Removes & destroys all BillboardSets.
|
2307
|
-
@warning
|
2308
|
-
Again, use caution since no BillboardSet must be referred to
|
2309
|
-
elsewhere e.g. attached to a SceneNode otherwise a crash
|
2310
|
-
is likely. Use clearScene if you are unsure (it clears SceneNode
|
2311
|
-
entries too.)
|
2312
|
-
@see
|
2313
|
-
SceneManager::clearScene
|
2314
|
-
*/
|
2315
|
-
virtual void destroyAllBillboardSets(void);
|
2316
|
-
|
2317
|
-
/** Tells the SceneManager whether it should render the SceneNodes which
|
2318
|
-
make up the scene as well as the objects in the scene.
|
2319
|
-
@remarks
|
2320
|
-
This method is mainly for debugging purposes. If you set this to 'true',
|
2321
|
-
each node will be rendered as a set of 3 axes to allow you to easily see
|
2322
|
-
the orientation of the nodes.
|
2323
|
-
*/
|
2324
|
-
virtual void setDisplaySceneNodes(bool display);
|
2325
|
-
/** Returns true if all scene nodes axis are to be displayed */
|
2326
|
-
virtual bool getDisplaySceneNodes(void) const {return mDisplayNodes;}
|
2327
|
-
|
2328
|
-
/** Creates an animation which can be used to animate scene nodes.
|
2329
|
-
@remarks
|
2330
|
-
An animation is a collection of 'tracks' which over time change the position / orientation
|
2331
|
-
of Node objects. In this case, the animation will likely have tracks to modify the position
|
2332
|
-
/ orientation of SceneNode objects, e.g. to make objects move along a path.
|
2333
|
-
@par
|
2334
|
-
You don't need to use an Animation object to move objects around - you can do it yourself
|
2335
|
-
using the methods of the Node in your FrameListener class. However, when you need relatively
|
2336
|
-
complex scripted animation, this is the class to use since it will interpolate between
|
2337
|
-
keyframes for you and generally make the whole process easier to manage.
|
2338
|
-
@par
|
2339
|
-
A single animation can affect multiple Node objects (each AnimationTrack affects a single Node).
|
2340
|
-
In addition, through animation blending a single Node can be affected by multiple animations,
|
2341
|
-
athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).
|
2342
|
-
@par
|
2343
|
-
Note that whilst it uses the same classes, the animations created here are kept separate from the
|
2344
|
-
skeletal animations of meshes (each Skeleton owns those animations).
|
2345
|
-
@param name The name of the animation, must be unique within this SceneManager.
|
2346
|
-
@param length The total length of the animation.
|
2347
|
-
*/
|
2348
|
-
virtual Animation* createAnimation(const String& name, Real length);
|
2349
|
-
|
2350
|
-
/** Looks up an Animation object previously created with createAnimation.
|
2351
|
-
@note Throws an exception if the named instance does not exist
|
2352
|
-
*/
|
2353
|
-
virtual Animation* getAnimation(const String& name) const;
|
2354
|
-
/** Returns whether an animation with the given name exists.
|
2355
|
-
*/
|
2356
|
-
virtual bool hasAnimation(const String& name) const;
|
2357
|
-
|
2358
|
-
/** Destroys an Animation.
|
2359
|
-
@remarks
|
2360
|
-
You should ensure that none of your code is referencing this animation objects since the
|
2361
|
-
memory will be freed.
|
2362
|
-
*/
|
2363
|
-
virtual void destroyAnimation(const String& name);
|
2364
|
-
|
2365
|
-
/** Removes all animations created using this SceneManager. */
|
2366
|
-
virtual void destroyAllAnimations(void);
|
2367
|
-
|
2368
|
-
/** Create an AnimationState object for managing application of animations.
|
2369
|
-
@remarks
|
2370
|
-
You can create Animation objects for animating SceneNode obejcts using the
|
2371
|
-
createAnimation method. However, in order to actually apply those animations
|
2372
|
-
you have to call methods on Node and Animation in a particular order (namely
|
2373
|
-
Node::resetToInitialState and Animation::apply). To make this easier and to
|
2374
|
-
help track the current time position of animations, the AnimationState object
|
2375
|
-
is provided. </p>
|
2376
|
-
So if you don't want to control animation application manually, call this method,
|
2377
|
-
update the returned object as you like every frame and let SceneManager apply
|
2378
|
-
the animation state for you.
|
2379
|
-
@par
|
2380
|
-
Remember, AnimationState objects are disabled by default at creation time.
|
2381
|
-
Turn them on when you want them using their setEnabled method.
|
2382
|
-
@par
|
2383
|
-
Note that any SceneNode affected by this automatic animation will have it's state
|
2384
|
-
reset to it's initial position before application of the animation. Unless specifically
|
2385
|
-
modified using Node::setInitialState the Node assumes it's initial state is at the
|
2386
|
-
origin. If you want the base state of the SceneNode to be elsewhere, make your changes
|
2387
|
-
to the node using the standard transform methods, then call setInitialState to
|
2388
|
-
'bake' this reference position into the node.
|
2389
|
-
@par
|
2390
|
-
If the target of your animation is to be a generic AnimableValue, you
|
2391
|
-
should ensure that it has a base value set (unlike nodes this has no
|
2392
|
-
default). @see AnimableValue::setAsBaseValue.
|
2393
|
-
@param animName The name of an animation created already with createAnimation.
|
2394
|
-
*/
|
2395
|
-
virtual AnimationState* createAnimationState(const String& animName);
|
2396
|
-
|
2397
|
-
/** Retrieves animation state as previously created using createAnimationState.
|
2398
|
-
@note Throws an exception if the named instance does not exist
|
2399
|
-
*/
|
2400
|
-
virtual AnimationState* getAnimationState(const String& animName) const;
|
2401
|
-
/** Returns whether an animation state with the given name exists.
|
2402
|
-
*/
|
2403
|
-
virtual bool hasAnimationState(const String& name) const;
|
2404
|
-
|
2405
|
-
/** Destroys an AnimationState.
|
2406
|
-
@remarks
|
2407
|
-
You should ensure that none of your code is referencing this animation
|
2408
|
-
state object since the memory will be freed.
|
2409
|
-
*/
|
2410
|
-
virtual void destroyAnimationState(const String& name);
|
2411
|
-
|
2412
|
-
/** Removes all animation states created using this SceneManager. */
|
2413
|
-
virtual void destroyAllAnimationStates(void);
|
2414
|
-
|
2415
|
-
/** Manual rendering method, for advanced users only.
|
2416
|
-
@remarks
|
2417
|
-
This method allows you to send rendering commands through the pipeline on
|
2418
|
-
demand, bypassing OGRE's normal world processing. You should only use this if you
|
2419
|
-
really know what you're doing; OGRE does lots of things for you that you really should
|
2420
|
-
let it do. However, there are times where it may be useful to have this manual interface,
|
2421
|
-
for example overlaying something on top of the scene rendered by OGRE.
|
2422
|
-
@par
|
2423
|
-
Because this is an instant rendering method, timing is important. The best
|
2424
|
-
time to call it is from a RenderTargetListener event handler.
|
2425
|
-
@par
|
2426
|
-
Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use.
|
2427
|
-
Calling it regularly per frame will cause frame rate drops!
|
2428
|
-
@param rend A RenderOperation object describing the rendering op
|
2429
|
-
@param pass The Pass to use for this render
|
2430
|
-
@param vp Pointer to the viewport to render to, or 0 to use the current viewport
|
2431
|
-
@param worldMatrix The transform to apply from object to world space
|
2432
|
-
@param viewMatrix The transform to apply from world to view space
|
2433
|
-
@param projMatrix The transform to apply from view to screen space
|
2434
|
-
@param doBeginEndFrame If true, beginFrame() and endFrame() are called,
|
2435
|
-
otherwise not. You should leave this as false if you are calling
|
2436
|
-
this within the main render loop.
|
2437
|
-
*/
|
2438
|
-
virtual void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp,
|
2439
|
-
const Matrix4& worldMatrix, const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
2440
|
-
bool doBeginEndFrame = false) ;
|
2441
|
-
|
2442
|
-
/** Manual rendering method for rendering a single object.
|
2443
|
-
@remarks
|
2444
|
-
@param rend The renderable to issue to the pipeline
|
2445
|
-
@param pass The pass to use
|
2446
|
-
@param vp Pointer to the viewport to render to, or 0 to use the existing viewport
|
2447
|
-
@param doBeginEndFrame If true, beginFrame() and endFrame() are called,
|
2448
|
-
otherwise not. You should leave this as false if you are calling
|
2449
|
-
this within the main render loop.
|
2450
|
-
@param viewMatrix The transform to apply from world to view space
|
2451
|
-
@param projMatrix The transform to apply from view to screen space
|
2452
|
-
@param lightScissoringClipping If true, passes that have the getLightScissorEnabled
|
2453
|
-
and/or getLightClipPlanesEnabled flags will cause calculation and setting of
|
2454
|
-
scissor rectangle and user clip planes.
|
2455
|
-
@param doLightIteration If true, this method will issue the renderable to
|
2456
|
-
the pipeline possibly multiple times, if the pass indicates it should be
|
2457
|
-
done once per light
|
2458
|
-
@param manualLightList Only applicable if doLightIteration is false, this
|
2459
|
-
method allows you to pass in a previously determined set of lights
|
2460
|
-
which will be used for a single render of this object.
|
2461
|
-
*/
|
2462
|
-
virtual void manualRender(Renderable* rend, const Pass* pass, Viewport* vp,
|
2463
|
-
const Matrix4& viewMatrix, const Matrix4& projMatrix, bool doBeginEndFrame = false, bool lightScissoringClipping = true,
|
2464
|
-
bool doLightIteration = true, const LightList* manualLightList = 0);
|
2465
|
-
|
2466
|
-
/** Retrieves the internal render queue, for advanced users only.
|
2467
|
-
@remarks
|
2468
|
-
The render queue is mainly used internally to manage the scene object
|
2469
|
-
rendering queue, it also exports some methods to allow advanced users
|
2470
|
-
to configure the behavior of rendering process.
|
2471
|
-
Most methods provided by RenderQueue are supposed to be used
|
2472
|
-
internally only, you should reference to the RenderQueue API for
|
2473
|
-
more information. Do not access this directly unless you know what
|
2474
|
-
you are doing.
|
2475
|
-
*/
|
2476
|
-
virtual RenderQueue* getRenderQueue(void);
|
2477
|
-
|
2478
|
-
/** Registers a new RenderQueueListener which will be notified when render queues
|
2479
|
-
are processed.
|
2480
|
-
*/
|
2481
|
-
virtual void addRenderQueueListener(RenderQueueListener* newListener);
|
2482
|
-
|
2483
|
-
/** Removes a listener previously added with addRenderQueueListener. */
|
2484
|
-
virtual void removeRenderQueueListener(RenderQueueListener* delListener);
|
2485
|
-
|
2486
|
-
/** Registers a new Render Object Listener which will be notified when rendering an object.
|
2487
|
-
*/
|
2488
|
-
virtual void addRenderObjectListener(RenderObjectListener* newListener);
|
2489
|
-
/** Removes a listener previously added with addRenderObjectListener. */
|
2490
|
-
virtual void removeRenderObjectListener(RenderObjectListener* delListener);
|
2491
|
-
|
2492
|
-
/** Adds an item to the 'special case' render queue list.
|
2493
|
-
@remarks
|
2494
|
-
Normally all render queues are rendered, in their usual sequence,
|
2495
|
-
only varying if a RenderQueueListener nominates for the queue to be
|
2496
|
-
repeated or skipped. This method allows you to add a render queue to
|
2497
|
-
a 'special case' list, which varies the behaviour. The effect of this
|
2498
|
-
list depends on the 'mode' in which this list is in, which might be
|
2499
|
-
to exclude these render queues, or to include them alone (excluding
|
2500
|
-
all other queues). This allows you to perform broad selective
|
2501
|
-
rendering without requiring a RenderQueueListener.
|
2502
|
-
@param qid The identifier of the queue which should be added to the
|
2503
|
-
special case list. Nothing happens if the queue is already in the list.
|
2504
|
-
*/
|
2505
|
-
virtual void addSpecialCaseRenderQueue(uint8 qid);
|
2506
|
-
/** Removes an item to the 'special case' render queue list.
|
2507
|
-
@see SceneManager::addSpecialCaseRenderQueue
|
2508
|
-
@param qid The identifier of the queue which should be removed from the
|
2509
|
-
special case list. Nothing happens if the queue is not in the list.
|
2510
|
-
*/
|
2511
|
-
virtual void removeSpecialCaseRenderQueue(uint8 qid);
|
2512
|
-
/** Clears the 'special case' render queue list.
|
2513
|
-
@see SceneManager::addSpecialCaseRenderQueue
|
2514
|
-
*/
|
2515
|
-
virtual void clearSpecialCaseRenderQueues(void);
|
2516
|
-
/** Sets the way the special case render queue list is processed.
|
2517
|
-
@see SceneManager::addSpecialCaseRenderQueue
|
2518
|
-
@param mode The mode of processing
|
2519
|
-
*/
|
2520
|
-
virtual void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode);
|
2521
|
-
/** Gets the way the special case render queue list is processed. */
|
2522
|
-
virtual SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void);
|
2523
|
-
/** Returns whether or not the named queue will be rendered based on the
|
2524
|
-
current 'special case' render queue list and mode.
|
2525
|
-
@see SceneManager::addSpecialCaseRenderQueue
|
2526
|
-
@param qid The identifier of the queue which should be tested
|
2527
|
-
@return true if the queue will be rendered, false otherwise
|
2528
|
-
*/
|
2529
|
-
virtual bool isRenderQueueToBeProcessed(uint8 qid);
|
2530
|
-
|
2531
|
-
/** Sets the render queue that the world geometry (if any) this SceneManager
|
2532
|
-
renders will be associated with.
|
2533
|
-
@remarks
|
2534
|
-
SceneManagers which provide 'world geometry' should place it in a
|
2535
|
-
specialised render queue in order to make it possible to enable /
|
2536
|
-
disable it easily using the addSpecialCaseRenderQueue method. Even
|
2537
|
-
if the SceneManager does not use the render queues to render the
|
2538
|
-
world geometry, it should still pick a queue to represent it's manual
|
2539
|
-
rendering, and check isRenderQueueToBeProcessed before rendering.
|
2540
|
-
@note
|
2541
|
-
Setting this may not affect the actual ordering of rendering the
|
2542
|
-
world geometry, if the world geometry is being rendered manually
|
2543
|
-
by the SceneManager. If the SceneManager feeds world geometry into
|
2544
|
-
the queues, however, the ordering will be affected.
|
2545
|
-
*/
|
2546
|
-
virtual void setWorldGeometryRenderQueue(uint8 qid);
|
2547
|
-
/** Gets the render queue that the world geometry (if any) this SceneManager
|
2548
|
-
renders will be associated with.
|
2549
|
-
@remarks
|
2550
|
-
SceneManagers which provide 'world geometry' should place it in a
|
2551
|
-
specialised render queue in order to make it possible to enable /
|
2552
|
-
disable it easily using the addSpecialCaseRenderQueue method. Even
|
2553
|
-
if the SceneManager does not use the render queues to render the
|
2554
|
-
world geometry, it should still pick a queue to represent it's manual
|
2555
|
-
rendering, and check isRenderQueueToBeProcessed before rendering.
|
2556
|
-
*/
|
2557
|
-
virtual uint8 getWorldGeometryRenderQueue(void);
|
2558
|
-
|
2559
|
-
/** Allows all bounding boxes of scene nodes to be displayed. */
|
2560
|
-
virtual void showBoundingBoxes(bool bShow);
|
2561
|
-
|
2562
|
-
/** Returns if all bounding boxes of scene nodes are to be displayed */
|
2563
|
-
virtual bool getShowBoundingBoxes() const;
|
2564
|
-
|
2565
|
-
/** Internal method for notifying the manager that a SceneNode is autotracking. */
|
2566
|
-
virtual void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack);
|
2567
|
-
|
2568
|
-
|
2569
|
-
/** Creates an AxisAlignedBoxSceneQuery for this scene manager.
|
2570
|
-
@remarks
|
2571
|
-
This method creates a new instance of a query object for this scene manager,
|
2572
|
-
for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
|
2573
|
-
for full details.
|
2574
|
-
@par
|
2575
|
-
The instance returned from this method must be destroyed by calling
|
2576
|
-
SceneManager::destroyQuery when it is no longer required.
|
2577
|
-
@param box Details of the box which describes the region for this query.
|
2578
|
-
@param mask The query mask to apply to this query; can be used to filter out
|
2579
|
-
certain objects; see SceneQuery for details.
|
2580
|
-
*/
|
2581
|
-
virtual AxisAlignedBoxSceneQuery*
|
2582
|
-
createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
|
2583
|
-
/** Creates a SphereSceneQuery for this scene manager.
|
2584
|
-
@remarks
|
2585
|
-
This method creates a new instance of a query object for this scene manager,
|
2586
|
-
for a spherical region. See SceneQuery and SphereSceneQuery
|
2587
|
-
for full details.
|
2588
|
-
@par
|
2589
|
-
The instance returned from this method must be destroyed by calling
|
2590
|
-
SceneManager::destroyQuery when it is no longer required.
|
2591
|
-
@param sphere Details of the sphere which describes the region for this query.
|
2592
|
-
@param mask The query mask to apply to this query; can be used to filter out
|
2593
|
-
certain objects; see SceneQuery for details.
|
2594
|
-
*/
|
2595
|
-
virtual SphereSceneQuery*
|
2596
|
-
createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
|
2597
|
-
/** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.
|
2598
|
-
@remarks
|
2599
|
-
This method creates a new instance of a query object for this scene manager,
|
2600
|
-
for a region enclosed by a set of planes (normals pointing inwards).
|
2601
|
-
See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.
|
2602
|
-
@par
|
2603
|
-
The instance returned from this method must be destroyed by calling
|
2604
|
-
SceneManager::destroyQuery when it is no longer required.
|
2605
|
-
@param volumes Details of the volumes which describe the region for this query.
|
2606
|
-
@param mask The query mask to apply to this query; can be used to filter out
|
2607
|
-
certain objects; see SceneQuery for details.
|
2608
|
-
*/
|
2609
|
-
virtual PlaneBoundedVolumeListSceneQuery*
|
2610
|
-
createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, unsigned long mask = 0xFFFFFFFF);
|
2611
|
-
|
2612
|
-
|
2613
|
-
/** Creates a RaySceneQuery for this scene manager.
|
2614
|
-
@remarks
|
2615
|
-
This method creates a new instance of a query object for this scene manager,
|
2616
|
-
looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
|
2617
|
-
for full details.
|
2618
|
-
@par
|
2619
|
-
The instance returned from this method must be destroyed by calling
|
2620
|
-
SceneManager::destroyQuery when it is no longer required.
|
2621
|
-
@param ray Details of the ray which describes the region for this query.
|
2622
|
-
@param mask The query mask to apply to this query; can be used to filter out
|
2623
|
-
certain objects; see SceneQuery for details.
|
2624
|
-
*/
|
2625
|
-
virtual RaySceneQuery*
|
2626
|
-
createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
|
2627
|
-
//PyramidSceneQuery* createPyramidQuery(const Pyramid& p, unsigned long mask = 0xFFFFFFFF);
|
2628
|
-
/** Creates an IntersectionSceneQuery for this scene manager.
|
2629
|
-
@remarks
|
2630
|
-
This method creates a new instance of a query object for locating
|
2631
|
-
intersecting objects. See SceneQuery and IntersectionSceneQuery
|
2632
|
-
for full details.
|
2633
|
-
@par
|
2634
|
-
The instance returned from this method must be destroyed by calling
|
2635
|
-
SceneManager::destroyQuery when it is no longer required.
|
2636
|
-
@param mask The query mask to apply to this query; can be used to filter out
|
2637
|
-
certain objects; see SceneQuery for details.
|
2638
|
-
*/
|
2639
|
-
virtual IntersectionSceneQuery*
|
2640
|
-
createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
|
2641
|
-
|
2642
|
-
/** Destroys a scene query of any type. */
|
2643
|
-
virtual void destroyQuery(SceneQuery* query);
|
2644
|
-
|
2645
|
-
typedef MapIterator<CameraList> CameraIterator;
|
2646
|
-
typedef MapIterator<AnimationList> AnimationIterator;
|
2647
|
-
|
2648
|
-
/** Returns a specialised MapIterator over all cameras in the scene.
|
2649
|
-
*/
|
2650
|
-
CameraIterator getCameraIterator(void) {
|
2651
|
-
return CameraIterator(mCameras.begin(), mCameras.end());
|
2652
|
-
}
|
2653
|
-
/** Returns a const version of the camera list.
|
2654
|
-
*/
|
2655
|
-
const CameraList& getCameras() const { return mCameras; }
|
2656
|
-
/** Returns a specialised MapIterator over all animations in the scene. */
|
2657
|
-
AnimationIterator getAnimationIterator(void) {
|
2658
|
-
return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end());
|
2659
|
-
}
|
2660
|
-
/** Returns a const version of the animation list.
|
2661
|
-
*/
|
2662
|
-
const AnimationList& getAnimations() const { return mAnimationsList; }
|
2663
|
-
/** Returns a specialised MapIterator over all animation states in the scene. */
|
2664
|
-
AnimationStateIterator getAnimationStateIterator(void) {
|
2665
|
-
return mAnimationStates.getAnimationStateIterator();
|
2666
|
-
}
|
2667
|
-
|
2668
|
-
/** Sets the general shadow technique to be used in this scene.
|
2669
|
-
@remarks
|
2670
|
-
There are multiple ways to generate shadows in a scene, and each has
|
2671
|
-
strengths and weaknesses.
|
2672
|
-
<ul><li>Stencil-based approaches can be used to
|
2673
|
-
draw very long, extreme shadows without loss of precision and the 'additive'
|
2674
|
-
version can correctly show the shadowing of complex effects like bump mapping
|
2675
|
-
because they physically exclude the light from those areas. However, the edges
|
2676
|
-
are very sharp and stencils cannot handle transparency, and they involve a
|
2677
|
-
fair amount of CPU work in order to calculate the shadow volumes, especially
|
2678
|
-
when animated objects are involved.</li>
|
2679
|
-
<li>Texture-based approaches are good for handling transparency (they can, for
|
2680
|
-
example, correctly shadow a mesh which uses alpha to represent holes), and they
|
2681
|
-
require little CPU overhead, and can happily shadow geometry which is deformed
|
2682
|
-
by a vertex program, unlike stencil shadows. However, they have a fixed precision
|
2683
|
-
which can introduce 'jaggies' at long range and have fillrate issues of their own.</li>
|
2684
|
-
</ul>
|
2685
|
-
@par
|
2686
|
-
We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one
|
2687
|
-
simple decal approach. The 2 stencil approaches differ in the amount of multipass work
|
2688
|
-
that is required - the modulative approach simply 'darkens' areas in shadow after the
|
2689
|
-
main render, which is the least expensive, whilst the additive approach has to perform
|
2690
|
-
a render per light and adds the cumulative effect, which is more expensive but more
|
2691
|
-
accurate. The texture based shadows both work in roughly the same way, the only difference is
|
2692
|
-
that the shadowmap approach is slightly more accurate, but requires a more recent
|
2693
|
-
graphics card.
|
2694
|
-
@par
|
2695
|
-
Note that because mixing many shadow techniques can cause problems, only one technique
|
2696
|
-
is supported at once. Also, you should call this method at the start of the
|
2697
|
-
scene setup.
|
2698
|
-
@param technique The shadowing technique to use for the scene.
|
2699
|
-
*/
|
2700
|
-
virtual void setShadowTechnique(ShadowTechnique technique);
|
2701
|
-
|
2702
|
-
/** Gets the current shadow technique. */
|
2703
|
-
virtual ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; }
|
2704
|
-
|
2705
|
-
/** Enables / disables the rendering of debug information for shadows. */
|
2706
|
-
virtual void setShowDebugShadows(bool debug) { mDebugShadows = debug; }
|
2707
|
-
/** Are debug shadows shown? */
|
2708
|
-
virtual bool getShowDebugShadows(void ) const { return mDebugShadows; }
|
2709
|
-
|
2710
|
-
/** Set the colour used to modulate areas in shadow.
|
2711
|
-
@remarks This is only applicable for shadow techniques which involve
|
2712
|
-
darkening the area in shadow, as opposed to masking out the light.
|
2713
|
-
This colour provided is used as a modulative value to darken the
|
2714
|
-
areas.
|
2715
|
-
*/
|
2716
|
-
virtual void setShadowColour(const ColourValue& colour);
|
2717
|
-
/** Get the colour used to modulate areas in shadow.
|
2718
|
-
@remarks This is only applicable for shadow techniques which involve
|
2719
|
-
darkening the area in shadow, as opposed to masking out the light.
|
2720
|
-
This colour provided is used as a modulative value to darken the
|
2721
|
-
areas.
|
2722
|
-
*/
|
2723
|
-
virtual const ColourValue& getShadowColour(void) const;
|
2724
|
-
/** Sets the distance a shadow volume is extruded for a directional light.
|
2725
|
-
@remarks
|
2726
|
-
Although directional lights are essentially infinite, there are many
|
2727
|
-
reasons to limit the shadow extrusion distance to a finite number,
|
2728
|
-
not least of which is compatibility with older cards (which do not
|
2729
|
-
support infinite positions), and shadow caster elimination.
|
2730
|
-
@par
|
2731
|
-
The default value is 10,000 world units. This does not apply to
|
2732
|
-
point lights or spotlights, since they extrude up to their
|
2733
|
-
attenuation range.
|
2734
|
-
*/
|
2735
|
-
virtual void setShadowDirectionalLightExtrusionDistance(Real dist);
|
2736
|
-
/** Gets the distance a shadow volume is extruded for a directional light.
|
2737
|
-
*/
|
2738
|
-
virtual Real getShadowDirectionalLightExtrusionDistance(void) const;
|
2739
|
-
/** Sets the default maximum distance away from the camera that shadows
|
2740
|
-
will be visible. You have to call this function before you create lights
|
2741
|
-
or the default distance of zero will be used.
|
2742
|
-
@remarks
|
2743
|
-
Shadow techniques can be expensive, therefore it is a good idea
|
2744
|
-
to limit them to being rendered close to the camera if possible,
|
2745
|
-
and to skip the expense of rendering shadows for distance objects.
|
2746
|
-
This method allows you to set the distance at which shadows will no
|
2747
|
-
longer be rendered.
|
2748
|
-
@note
|
2749
|
-
Each shadow technique can interpret this subtely differently.
|
2750
|
-
For example, one technique may use this to eliminate casters,
|
2751
|
-
another might use it to attenuate the shadows themselves.
|
2752
|
-
You should tweak this value to suit your chosen shadow technique
|
2753
|
-
and scene setup.
|
2754
|
-
*/
|
2755
|
-
virtual void setShadowFarDistance(Real distance);
|
2756
|
-
/** Gets the default maximum distance away from the camera that shadows
|
2757
|
-
will be visible.
|
2758
|
-
*/
|
2759
|
-
virtual Real getShadowFarDistance(void) const
|
2760
|
-
{ return mDefaultShadowFarDist; }
|
2761
|
-
virtual Real getShadowFarDistanceSquared(void) const
|
2762
|
-
{ return mDefaultShadowFarDistSquared; }
|
2763
|
-
|
2764
|
-
/** Sets the maximum size of the index buffer used to render shadow
|
2765
|
-
primitives.
|
2766
|
-
@remarks
|
2767
|
-
This method allows you to tweak the size of the index buffer used
|
2768
|
-
to render shadow primitives (including stencil shadow volumes). The
|
2769
|
-
default size is 51,200 entries, which is 100k of GPU memory, or
|
2770
|
-
enough to render approximately 17,000 triangles. You can reduce this
|
2771
|
-
as long as you do not have any models / world geometry chunks which
|
2772
|
-
could require more than the amount you set.
|
2773
|
-
@par
|
2774
|
-
The maximum number of triangles required to render a single shadow
|
2775
|
-
volume (including light and dark caps when needed) will be 3x the
|
2776
|
-
number of edges on the light silhouette, plus the number of
|
2777
|
-
light-facing triangles. On average, half the
|
2778
|
-
triangles will be facing toward the light, but the number of
|
2779
|
-
triangles in the silhouette entirely depends on the mesh -
|
2780
|
-
angular meshes will have a higher silhouette tris/mesh tris
|
2781
|
-
ratio than a smooth mesh. You can estimate the requirements for
|
2782
|
-
your particular mesh by rendering it alone in a scene with shadows
|
2783
|
-
enabled and a single light - rotate it or the light and make a note
|
2784
|
-
of how high the triangle count goes (remembering to subtract the
|
2785
|
-
mesh triangle count)
|
2786
|
-
@param size The number of indexes; divide this by 3 to determine the
|
2787
|
-
number of triangles.
|
2788
|
-
*/
|
2789
|
-
virtual void setShadowIndexBufferSize(size_t size);
|
2790
|
-
/// Get the size of the shadow index buffer
|
2791
|
-
virtual size_t getShadowIndexBufferSize(void) const
|
2792
|
-
{ return mShadowIndexBufferSize; }
|
2793
|
-
/** Set the size of the texture used for all texture-based shadows.
|
2794
|
-
@remarks
|
2795
|
-
The larger the shadow texture, the better the detail on
|
2796
|
-
texture based shadows, but obviously this takes more memory.
|
2797
|
-
The default size is 512. Sizes must be a power of 2.
|
2798
|
-
@note This is the simple form, see setShadowTextureConfig for the more
|
2799
|
-
complex form.
|
2800
|
-
*/
|
2801
|
-
virtual void setShadowTextureSize(unsigned short size);
|
2802
|
-
|
2803
|
-
/** Set the detailed configuration for a shadow texture.
|
2804
|
-
@param shadowIndex The index of the texture to configure, must be < the
|
2805
|
-
number of shadow textures setting
|
2806
|
-
@param width, height The dimensions of the texture
|
2807
|
-
@param format The pixel format of the texture
|
2808
|
-
@param fsaa The level of multisampling to use. Ignored if the device does not support it.
|
2809
|
-
@param depthBufferPoolId The pool # it should query the depth buffers from
|
2810
|
-
*/
|
2811
|
-
virtual void setShadowTextureConfig(size_t shadowIndex, unsigned short width,
|
2812
|
-
unsigned short height, PixelFormat format, unsigned short fsaa = 0, uint16 depthBufferPoolId=1);
|
2813
|
-
/** Set the detailed configuration for a shadow texture.
|
2814
|
-
@param shadowIndex The index of the texture to configure, must be < the
|
2815
|
-
number of shadow textures setting
|
2816
|
-
@param config Configuration structure
|
2817
|
-
*/
|
2818
|
-
virtual void setShadowTextureConfig(size_t shadowIndex,
|
2819
|
-
const ShadowTextureConfig& config);
|
2820
|
-
|
2821
|
-
/** Get an iterator over the current shadow texture settings. */
|
2822
|
-
ConstShadowTextureConfigIterator getShadowTextureConfigIterator() const;
|
2823
|
-
|
2824
|
-
/** Set the pixel format of the textures used for texture-based shadows.
|
2825
|
-
@remarks
|
2826
|
-
By default, a colour texture is used (PF_X8R8G8B8) for texture shadows,
|
2827
|
-
but if you want to use more advanced texture shadow types you can
|
2828
|
-
alter this. If you do, you will have to also call
|
2829
|
-
setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
2830
|
-
to provide shader-based materials to use these customised shadow
|
2831
|
-
texture formats.
|
2832
|
-
@note This is the simple form, see setShadowTextureConfig for the more
|
2833
|
-
complex form.
|
2834
|
-
*/
|
2835
|
-
virtual void setShadowTexturePixelFormat(PixelFormat fmt);
|
2836
|
-
/** Set the level of multisample AA of the textures used for texture-based shadows.
|
2837
|
-
@remarks
|
2838
|
-
By default, the level of multisample AA is zero.
|
2839
|
-
@note This is the simple form, see setShadowTextureConfig for the more
|
2840
|
-
complex form.
|
2841
|
-
*/
|
2842
|
-
virtual void setShadowTextureFSAA(unsigned short fsaa);
|
2843
|
-
|
2844
|
-
/** Set the number of textures allocated for texture-based shadows.
|
2845
|
-
@remarks
|
2846
|
-
The default number of textures assigned to deal with texture based
|
2847
|
-
shadows is 1; however this means you can only have one light casting
|
2848
|
-
shadows at the same time. You can increase this number in order to
|
2849
|
-
make this more flexible, but be aware of the texture memory it will use.
|
2850
|
-
*/
|
2851
|
-
virtual void setShadowTextureCount(size_t count);
|
2852
|
-
/// Get the number of the textures allocated for texture based shadows
|
2853
|
-
size_t getShadowTextureCount(void) const {return mShadowTextureConfigList.size(); }
|
2854
|
-
|
2855
|
-
/** Set the number of shadow textures a light type uses.
|
2856
|
-
@remarks
|
2857
|
-
The default for all light types is 1. This means that each light uses only 1 shadow
|
2858
|
-
texture. Call this if you need more than 1 shadow texture per light, E.G. PSSM.
|
2859
|
-
@note
|
2860
|
-
This feature only works with the Integrated shadow technique.
|
2861
|
-
Also remember to increase the total number of shadow textures you request
|
2862
|
-
appropriately (e.g. via setShadowTextureCount)!!
|
2863
|
-
*/
|
2864
|
-
void setShadowTextureCountPerLightType(Light::LightTypes type, size_t count)
|
2865
|
-
{ mShadowTextureCountPerType[type] = count; }
|
2866
|
-
/// Get the number of shadow textures is assigned for the given light type.
|
2867
|
-
size_t getShadowTextureCountPerLightType(Light::LightTypes type) const
|
2868
|
-
{return mShadowTextureCountPerType[type]; }
|
2869
|
-
|
2870
|
-
/** Sets the size and count of textures used in texture-based shadows.
|
2871
|
-
@remarks
|
2872
|
-
@see setShadowTextureSize and setShadowTextureCount for details, this
|
2873
|
-
method just allows you to change both at once, which can save on
|
2874
|
-
reallocation if the textures have already been created.
|
2875
|
-
@note This is the simple form, see setShadowTextureConfig for the more
|
2876
|
-
complex form.
|
2877
|
-
*/
|
2878
|
-
virtual void setShadowTextureSettings(unsigned short size, unsigned short count,
|
2879
|
-
PixelFormat fmt = PF_X8R8G8B8, unsigned short fsaa = 0, uint16 depthBufferPoolId=1);
|
2880
|
-
|
2881
|
-
/** Get a reference to the shadow texture currently in use at the given index.
|
2882
|
-
@note
|
2883
|
-
If you change shadow settings, this reference may no longer
|
2884
|
-
be correct, so be sure not to hold the returned reference over
|
2885
|
-
texture shadow configuration changes.
|
2886
|
-
*/
|
2887
|
-
virtual const TexturePtr& getShadowTexture(size_t shadowIndex);
|
2888
|
-
|
2889
|
-
/** Sets the proportional distance which a texture shadow which is generated from a
|
2890
|
-
directional light will be offset into the camera view to make best use of texture space.
|
2891
|
-
@remarks
|
2892
|
-
When generating a shadow texture from a directional light, an approximation is used
|
2893
|
-
since it is not possible to render the entire scene to one texture.
|
2894
|
-
The texture is projected onto an area centred on the camera, and is
|
2895
|
-
the shadow far distance * 2 in length (it is square). This wastes
|
2896
|
-
a lot of texture space outside the frustum though, so this offset allows
|
2897
|
-
you to move the texture in front of the camera more. However, be aware
|
2898
|
-
that this can cause a little shadow 'jittering' during rotation, and
|
2899
|
-
that if you move it too far then you'll start to get artefacts close
|
2900
|
-
to the camera. The value is represented as a proportion of the shadow
|
2901
|
-
far distance, and the default is 0.6.
|
2902
|
-
*/
|
2903
|
-
virtual void setShadowDirLightTextureOffset(Real offset) { mShadowTextureOffset = offset;}
|
2904
|
-
/** Gets the proportional distance which a texture shadow which is generated from a
|
2905
|
-
directional light will be offset into the camera view to make best use of texture space.
|
2906
|
-
*/
|
2907
|
-
virtual Real getShadowDirLightTextureOffset(void) const { return mShadowTextureOffset; }
|
2908
|
-
/** Sets the proportional distance at which texture shadows begin to fade out.
|
2909
|
-
@remarks
|
2910
|
-
To hide the edges where texture shadows end (in directional lights)
|
2911
|
-
Ogre will fade out the shadow in the distance. This value is a proportional
|
2912
|
-
distance of the entire shadow visibility distance at which the shadow
|
2913
|
-
begins to fade out. The default is 0.7
|
2914
|
-
*/
|
2915
|
-
virtual void setShadowTextureFadeStart(Real fadeStart)
|
2916
|
-
{ mShadowTextureFadeStart = fadeStart; }
|
2917
|
-
/** Sets the proportional distance at which texture shadows finish to fading out.
|
2918
|
-
@remarks
|
2919
|
-
To hide the edges where texture shadows end (in directional lights)
|
2920
|
-
Ogre will fade out the shadow in the distance. This value is a proportional
|
2921
|
-
distance of the entire shadow visibility distance at which the shadow
|
2922
|
-
is completely invisible. The default is 0.9.
|
2923
|
-
*/
|
2924
|
-
virtual void setShadowTextureFadeEnd(Real fadeEnd)
|
2925
|
-
{ mShadowTextureFadeEnd = fadeEnd; }
|
2926
|
-
|
2927
|
-
/** Sets whether or not texture shadows should attempt to self-shadow.
|
2928
|
-
@remarks
|
2929
|
-
The default implementation of texture shadows uses a fixed-function
|
2930
|
-
colour texture projection approach for maximum compatibility, and
|
2931
|
-
as such cannot support self-shadowing. However, if you decide to
|
2932
|
-
implement a more complex shadowing technique using the
|
2933
|
-
setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial
|
2934
|
-
there is a possibility you may be able to support
|
2935
|
-
self-shadowing (e.g by implementing a shader-based shadow map). In
|
2936
|
-
this case you might want to enable this option.
|
2937
|
-
@param selfShadow Whether to attempt self-shadowing with texture shadows
|
2938
|
-
*/
|
2939
|
-
virtual void setShadowTextureSelfShadow(bool selfShadow);
|
2940
|
-
|
2941
|
-
/// Gets whether or not texture shadows attempt to self-shadow.
|
2942
|
-
virtual bool getShadowTextureSelfShadow(void) const
|
2943
|
-
{ return mShadowTextureSelfShadow; }
|
2944
|
-
/** Sets the default material to use for rendering shadow casters.
|
2945
|
-
@remarks
|
2946
|
-
By default shadow casters are rendered into the shadow texture using
|
2947
|
-
an automatically generated fixed-function pass. This allows basic
|
2948
|
-
projective texture shadows, but it's possible to use more advanced
|
2949
|
-
shadow techniques by overriding the caster and receiver materials, for
|
2950
|
-
example providing vertex and fragment programs to implement shadow
|
2951
|
-
maps.
|
2952
|
-
@par
|
2953
|
-
You can rely on the ambient light in the scene being set to the
|
2954
|
-
requested texture shadow colour, if that's useful.
|
2955
|
-
@note
|
2956
|
-
Individual objects may also override the vertex program in
|
2957
|
-
your default material if their materials include
|
2958
|
-
shadow_caster_vertex_program_ref, shadow_receiver_vertex_program_ref
|
2959
|
-
shadow_caster_material entries, so if you use both make sure they are compatible.
|
2960
|
-
@note
|
2961
|
-
Only a single pass is allowed in your material, although multiple
|
2962
|
-
techniques may be used for hardware fallback.
|
2963
|
-
*/
|
2964
|
-
virtual void setShadowTextureCasterMaterial(const String& name);
|
2965
|
-
/** Sets the default material to use for rendering shadow receivers.
|
2966
|
-
@remarks
|
2967
|
-
By default shadow receivers are rendered as a post-pass using basic
|
2968
|
-
modulation. This allows basic projective texture shadows, but it's
|
2969
|
-
possible to use more advanced shadow techniques by overriding the
|
2970
|
-
caster and receiver materials, for example providing vertex and
|
2971
|
-
fragment programs to implement shadow maps.
|
2972
|
-
@par
|
2973
|
-
You can rely on texture unit 0 containing the shadow texture, and
|
2974
|
-
for the unit to be set to use projective texturing from the light
|
2975
|
-
(only useful if you're using fixed-function, which is unlikely;
|
2976
|
-
otherwise you should rely on the texture_viewproj_matrix auto binding)
|
2977
|
-
@note
|
2978
|
-
Individual objects may also override the vertex program in
|
2979
|
-
your default material if their materials include
|
2980
|
-
shadow_caster_vertex_program_ref shadow_receiver_vertex_program_ref
|
2981
|
-
shadow_receiver_material entries, so if you use both make sure they are compatible.
|
2982
|
-
@note
|
2983
|
-
Only a single pass is allowed in your material, although multiple
|
2984
|
-
techniques may be used for hardware fallback.
|
2985
|
-
*/
|
2986
|
-
virtual void setShadowTextureReceiverMaterial(const String& name);
|
2987
|
-
|
2988
|
-
/** Sets whether or not shadow casters should be rendered into shadow
|
2989
|
-
textures using their back faces rather than their front faces.
|
2990
|
-
@remarks
|
2991
|
-
Rendering back faces rather than front faces into a shadow texture
|
2992
|
-
can help minimise depth comparison issues, if you're using depth
|
2993
|
-
shadowmapping. You will probably still need some biasing but you
|
2994
|
-
won't need as much. For solid objects the result is the same anyway,
|
2995
|
-
if you have objects with holes you may want to turn this option off.
|
2996
|
-
The default is to enable this option.
|
2997
|
-
*/
|
2998
|
-
virtual void setShadowCasterRenderBackFaces(bool bf) { mShadowCasterRenderBackFaces = bf; }
|
2999
|
-
|
3000
|
-
/** Gets whether or not shadow casters should be rendered into shadow
|
3001
|
-
textures using their back faces rather than their front faces.
|
3002
|
-
*/
|
3003
|
-
virtual bool getShadowCasterRenderBackFaces() const { return mShadowCasterRenderBackFaces; }
|
3004
|
-
|
3005
|
-
/** Set the shadow camera setup to use for all lights which don't have
|
3006
|
-
their own shadow camera setup.
|
3007
|
-
@see ShadowCameraSetup
|
3008
|
-
*/
|
3009
|
-
virtual void setShadowCameraSetup(const ShadowCameraSetupPtr& shadowSetup);
|
3010
|
-
|
3011
|
-
/** Get the shadow camera setup in use for all lights which don't have
|
3012
|
-
their own shadow camera setup.
|
3013
|
-
@see ShadowCameraSetup
|
3014
|
-
*/
|
3015
|
-
virtual const ShadowCameraSetupPtr& getShadowCameraSetup() const;
|
3016
|
-
|
3017
|
-
/** Sets whether we should use an inifinite camera far plane
|
3018
|
-
when rendering stencil shadows.
|
3019
|
-
@remarks
|
3020
|
-
Stencil shadow coherency is very reliant on the shadow volume
|
3021
|
-
not being clipped by the far plane. If this clipping happens, you
|
3022
|
-
get a kind of 'negative' shadow effect. The best way to achieve
|
3023
|
-
coherency is to move the far plane of the camera out to infinity,
|
3024
|
-
thus preventing the far plane from clipping the shadow volumes.
|
3025
|
-
When combined with vertex program extrusion of the volume to
|
3026
|
-
infinity, which Ogre does when available, this results in very
|
3027
|
-
robust shadow volumes. For this reason, when you enable stencil
|
3028
|
-
shadows, Ogre automatically changes your camera settings to
|
3029
|
-
project to infinity if the card supports it. You can disable this
|
3030
|
-
behaviour if you like by calling this method; although you can
|
3031
|
-
never enable infinite projection if the card does not support it.
|
3032
|
-
@par
|
3033
|
-
If you disable infinite projection, or it is not available,
|
3034
|
-
you need to be far more careful with your light attenuation /
|
3035
|
-
directional light extrusion distances to avoid clipping artefacts
|
3036
|
-
at the far plane.
|
3037
|
-
@note
|
3038
|
-
Recent cards will generally support infinite far plane projection.
|
3039
|
-
However, we have found some cases where they do not, especially
|
3040
|
-
on Direct3D. There is no standard capability we can check to
|
3041
|
-
validate this, so we use some heuristics based on experience:
|
3042
|
-
<UL>
|
3043
|
-
<LI>OpenGL always seems to support it no matter what the card</LI>
|
3044
|
-
<LI>Direct3D on non-vertex program capable systems (including
|
3045
|
-
vertex program capable cards on Direct3D7) does not
|
3046
|
-
support it</LI>
|
3047
|
-
<LI>Direct3D on GeForce3 and GeForce4 Ti does not seem to support
|
3048
|
-
infinite projection<LI>
|
3049
|
-
</UL>
|
3050
|
-
Therefore in the RenderSystem implementation, we may veto the use
|
3051
|
-
of an infinite far plane based on these heuristics.
|
3052
|
-
*/
|
3053
|
-
virtual void setShadowUseInfiniteFarPlane(bool enable) {
|
3054
|
-
mShadowUseInfiniteFarPlane = enable; }
|
3055
|
-
|
3056
|
-
/** Is there a stencil shadow based shadowing technique in use? */
|
3057
|
-
virtual bool isShadowTechniqueStencilBased(void) const
|
3058
|
-
{ return (mShadowTechnique & SHADOWDETAILTYPE_STENCIL) != 0; }
|
3059
|
-
/** Is there a texture shadow based shadowing technique in use? */
|
3060
|
-
virtual bool isShadowTechniqueTextureBased(void) const
|
3061
|
-
{ return (mShadowTechnique & SHADOWDETAILTYPE_TEXTURE) != 0; }
|
3062
|
-
/** Is there a modulative shadowing technique in use? */
|
3063
|
-
virtual bool isShadowTechniqueModulative(void) const
|
3064
|
-
{ return (mShadowTechnique & SHADOWDETAILTYPE_MODULATIVE) != 0; }
|
3065
|
-
/** Is there an additive shadowing technique in use? */
|
3066
|
-
virtual bool isShadowTechniqueAdditive(void) const
|
3067
|
-
{ return (mShadowTechnique & SHADOWDETAILTYPE_ADDITIVE) != 0; }
|
3068
|
-
/** Is the shadow technique integrated into primary materials? */
|
3069
|
-
virtual bool isShadowTechniqueIntegrated(void) const
|
3070
|
-
{ return (mShadowTechnique & SHADOWDETAILTYPE_INTEGRATED) != 0; }
|
3071
|
-
/** Is there any shadowing technique in use? */
|
3072
|
-
virtual bool isShadowTechniqueInUse(void) const
|
3073
|
-
{ return mShadowTechnique != SHADOWTYPE_NONE; }
|
3074
|
-
/** Sets whether when using a built-in additive shadow mode, user clip
|
3075
|
-
planes should be used to restrict light rendering.
|
3076
|
-
*/
|
3077
|
-
virtual void setShadowUseLightClipPlanes(bool enabled) { mShadowAdditiveLightClip = enabled; }
|
3078
|
-
/** Gets whether when using a built-in additive shadow mode, user clip
|
3079
|
-
planes should be used to restrict light rendering.
|
3080
|
-
*/
|
3081
|
-
virtual bool getShadowUseLightClipPlanes() const { return mShadowAdditiveLightClip; }
|
3082
|
-
|
3083
|
-
/** Sets the active compositor chain of the current scene being rendered.
|
3084
|
-
@note CompositorChain does this automatically, no need to call manually.
|
3085
|
-
*/
|
3086
|
-
virtual void _setActiveCompositorChain(CompositorChain* chain) { mActiveCompositorChain = chain; }
|
3087
|
-
|
3088
|
-
/** Sets whether to use late material resolving or not. If set, materials will be resolved
|
3089
|
-
from the materials at the pass-setting stage and not at the render queue building stage.
|
3090
|
-
This is useful when the active material scheme during the render queue building stage
|
3091
|
-
is different from the one during the rendering stage.
|
3092
|
-
*/
|
3093
|
-
virtual void setLateMaterialResolving(bool isLate) { mLateMaterialResolving = isLate; }
|
3094
|
-
|
3095
|
-
/** Gets whether using late material resolving or not.
|
3096
|
-
@see setLateMaterialResolving */
|
3097
|
-
virtual bool isLateMaterialResolving() const { return mLateMaterialResolving; }
|
3098
|
-
|
3099
|
-
/** Gets the active compositor chain of the current scene being rendered */
|
3100
|
-
virtual CompositorChain* _getActiveCompositorChain() const { return mActiveCompositorChain; }
|
3101
|
-
|
3102
|
-
/** Add a listener which will get called back on scene manager events.
|
3103
|
-
*/
|
3104
|
-
virtual void addListener(Listener* s);
|
3105
|
-
/** Remove a listener
|
3106
|
-
*/
|
3107
|
-
virtual void removeListener(Listener* s);
|
3108
|
-
|
3109
|
-
/** Creates a StaticGeometry instance suitable for use with this
|
3110
|
-
SceneManager.
|
3111
|
-
@remarks
|
3112
|
-
StaticGeometry is a way of batching up geometry into a more
|
3113
|
-
efficient form at the expense of being able to move it. Please
|
3114
|
-
read the StaticGeometry class documentation for full information.
|
3115
|
-
@param name The name to give the new object
|
3116
|
-
@return The new StaticGeometry instance
|
3117
|
-
*/
|
3118
|
-
virtual StaticGeometry* createStaticGeometry(const String& name);
|
3119
|
-
/** Retrieve a previously created StaticGeometry instance.
|
3120
|
-
@note Throws an exception if the named instance does not exist
|
3121
|
-
*/
|
3122
|
-
virtual StaticGeometry* getStaticGeometry(const String& name) const;
|
3123
|
-
/** Returns whether a static geometry instance with the given name exists. */
|
3124
|
-
virtual bool hasStaticGeometry(const String& name) const;
|
3125
|
-
/** Remove & destroy a StaticGeometry instance. */
|
3126
|
-
virtual void destroyStaticGeometry(StaticGeometry* geom);
|
3127
|
-
/** Remove & destroy a StaticGeometry instance. */
|
3128
|
-
virtual void destroyStaticGeometry(const String& name);
|
3129
|
-
/** Remove & destroy all StaticGeometry instances. */
|
3130
|
-
virtual void destroyAllStaticGeometry(void);
|
3131
|
-
|
3132
|
-
/** Creates a InstancedGeometry instance suitable for use with this
|
3133
|
-
SceneManager.
|
3134
|
-
@remarks
|
3135
|
-
InstancedGeometry is a way of batching up geometry into a more
|
3136
|
-
efficient form, and still be able to move it. Please
|
3137
|
-
read the InstancedGeometry class documentation for full information.
|
3138
|
-
@param name The name to give the new object
|
3139
|
-
@return The new InstancedGeometry instance
|
3140
|
-
*/
|
3141
|
-
virtual InstancedGeometry* createInstancedGeometry(const String& name);
|
3142
|
-
/** Retrieve a previously created InstancedGeometry instance. */
|
3143
|
-
virtual InstancedGeometry* getInstancedGeometry(const String& name) const;
|
3144
|
-
/** Remove & destroy a InstancedGeometry instance. */
|
3145
|
-
virtual void destroyInstancedGeometry(InstancedGeometry* geom);
|
3146
|
-
/** Remove & destroy a InstancedGeometry instance. */
|
3147
|
-
virtual void destroyInstancedGeometry(const String& name);
|
3148
|
-
/** Remove & destroy all InstancedGeometry instances. */
|
3149
|
-
virtual void destroyAllInstancedGeometry(void);
|
3150
|
-
|
3151
|
-
/** Creates an InstanceManager interface to create & manipulate instanced entities
|
3152
|
-
You need to call this function at least once before start calling createInstancedEntity
|
3153
|
-
to build up an instance based on the given mesh.
|
3154
|
-
@remarks
|
3155
|
-
Instancing is a way of batching up geometry into a much more
|
3156
|
-
efficient form, but with some limitations, and still be able to move & animate it.
|
3157
|
-
Please @see InstanceManager class documentation for full information.
|
3158
|
-
@param customName Custom name for referencing. Must be unique
|
3159
|
-
@param meshName The mesh name the instances will be based upon
|
3160
|
-
@param groupName The resource name where the mesh lives
|
3161
|
-
@param Technique to use, which may be shader based, or hardware based.
|
3162
|
-
@param numInstancesPerBatch Suggested number of instances per batch. The actual number
|
3163
|
-
may end up being lower if the technique doesn't support having so many. It can't be zero
|
3164
|
-
@param flags @see InstanceManagerFlags
|
3165
|
-
@param InstanceManager only supports using one submesh from the base mesh. This parameter
|
3166
|
-
says which submesh to pick (must be <= Mesh::getNumSubMeshes())
|
3167
|
-
@return The new InstanceManager instance
|
3168
|
-
*/
|
3169
|
-
virtual InstanceManager* createInstanceManager( const String &customName, const String &meshName,
|
3170
|
-
const String &groupName,
|
3171
|
-
InstanceManager::InstancingTechnique technique,
|
3172
|
-
size_t numInstancesPerBatch, uint16 flags=0,
|
3173
|
-
unsigned short subMeshIdx=0 );
|
3174
|
-
|
3175
|
-
/** Retrieves an existing InstanceManager by it's name.
|
3176
|
-
@note Throws an exception if the named InstanceManager does not exist
|
3177
|
-
*/
|
3178
|
-
virtual InstanceManager* getInstanceManager( const String &managerName ) const;
|
3179
|
-
|
3180
|
-
/** Returns whether an InstanceManager with the given name exists. */
|
3181
|
-
virtual bool hasInstanceManager( const String &managerName ) const;
|
3182
|
-
|
3183
|
-
/** Destroys an InstanceManager <b>if</b> it was created with createInstanceManager()
|
3184
|
-
@remarks
|
3185
|
-
Be sure you don't have any InstancedEntity referenced somewhere which was created with
|
3186
|
-
this manager, since it will become a dangling pointer.
|
3187
|
-
@param customName Name of the manager to remove
|
3188
|
-
*/
|
3189
|
-
virtual void destroyInstanceManager( const String &name );
|
3190
|
-
virtual void destroyInstanceManager( InstanceManager *instanceManager );
|
3191
|
-
|
3192
|
-
virtual void destroyAllInstanceManagers(void);
|
3193
|
-
|
3194
|
-
/** @see InstanceManager::getMaxOrBestNumInstancesPerBatch
|
3195
|
-
@remarks
|
3196
|
-
If you've already created an InstanceManager, you can call it's
|
3197
|
-
getMaxOrBestNumInstancesPerBatch() function directly.
|
3198
|
-
Another (not recommended) way to know if the technique is unsupported is by creating
|
3199
|
-
an InstanceManager and use createInstancedEntity, which will return null pointer.
|
3200
|
-
The input parameter "numInstancesPerBatch" is a suggested value when using IM_VTFBESTFIT
|
3201
|
-
flag (in that case it should be non-zero)
|
3202
|
-
@return
|
3203
|
-
The ideal (or maximum, depending on flags) number of instances per batch for
|
3204
|
-
the given technique. Zero if technique is unsupported or errors were spotted
|
3205
|
-
*/
|
3206
|
-
virtual size_t getNumInstancesPerBatch( const String &meshName, const String &groupName,
|
3207
|
-
const String &materialName,
|
3208
|
-
InstanceManager::InstancingTechnique technique,
|
3209
|
-
size_t numInstancesPerBatch, uint16 flags=0,
|
3210
|
-
unsigned short subMeshIdx=0 );
|
3211
|
-
|
3212
|
-
/** Creates an InstancedEntity based on an existing InstanceManager (@see createInstanceManager)
|
3213
|
-
@remarks
|
3214
|
-
* Return value may be null if the InstanceManger technique isn't supported
|
3215
|
-
* Try to keep the number of entities with different materials <b>to a minimum</b>
|
3216
|
-
* For more information @see InstancedManager @see InstancedBatch, @see InstancedEntity
|
3217
|
-
* Alternatively you can call InstancedManager::createInstanceEntity using the returned
|
3218
|
-
pointer from createInstanceManager
|
3219
|
-
@param materialName Material name
|
3220
|
-
@param managerName Name of the instance manager
|
3221
|
-
@return An InstancedEntity ready to be attached to a SceneNode
|
3222
|
-
*/
|
3223
|
-
virtual InstancedEntity* createInstancedEntity( const String &materialName,
|
3224
|
-
const String &managerName );
|
3225
|
-
|
3226
|
-
/** Removes an InstancedEntity, @see SceneManager::createInstancedEntity &
|
3227
|
-
@see InstanceBatch::removeInstancedEntity
|
3228
|
-
@param instancedEntity Instance to remove
|
3229
|
-
*/
|
3230
|
-
virtual void destroyInstancedEntity( InstancedEntity *instancedEntity );
|
3231
|
-
|
3232
|
-
/** Called by an InstanceManager when it has at least one InstanceBatch that needs their bounds
|
3233
|
-
to be updated for proper culling
|
3234
|
-
@param dirtyManager The manager with dirty batches to update
|
3235
|
-
*/
|
3236
|
-
void _addDirtyInstanceManager( InstanceManager *dirtyManager );
|
3237
|
-
|
3238
|
-
/** Create a movable object of the type specified.
|
3239
|
-
@remarks
|
3240
|
-
This is the generalised form of MovableObject creation where you can
|
3241
|
-
create a MovableObject of any specialised type generically, including
|
3242
|
-
any new types registered using plugins.
|
3243
|
-
@param name The name to give the object. Must be unique within type.
|
3244
|
-
@param typeName The type of object to create
|
3245
|
-
@param params Optional name/value pair list to give extra parameters to
|
3246
|
-
the created object.
|
3247
|
-
*/
|
3248
|
-
virtual MovableObject* createMovableObject(const String& name,
|
3249
|
-
const String& typeName, const NameValuePairList* params = 0);
|
3250
|
-
/** Create a movable object of the type specified without a name.
|
3251
|
-
@remarks
|
3252
|
-
This is the generalised form of MovableObject creation where you can
|
3253
|
-
create a MovableObject of any specialised type generically, including
|
3254
|
-
any new types registered using plugins. The name is generated automatically.
|
3255
|
-
@param typeName The type of object to create
|
3256
|
-
@param params Optional name/value pair list to give extra parameters to
|
3257
|
-
the created object.
|
3258
|
-
*/
|
3259
|
-
virtual MovableObject* createMovableObject(const String& typeName, const NameValuePairList* params = 0);
|
3260
|
-
/** Destroys a MovableObject with the name specified, of the type specified.
|
3261
|
-
@remarks
|
3262
|
-
The MovableObject will automatically detach itself from any nodes
|
3263
|
-
on destruction.
|
3264
|
-
*/
|
3265
|
-
virtual void destroyMovableObject(const String& name, const String& typeName);
|
3266
|
-
/** Destroys a MovableObject.
|
3267
|
-
@remarks
|
3268
|
-
The MovableObject will automatically detach itself from any nodes
|
3269
|
-
on destruction.
|
3270
|
-
*/
|
3271
|
-
virtual void destroyMovableObject(MovableObject* m);
|
3272
|
-
/** Destroy all MovableObjects of a given type. */
|
3273
|
-
virtual void destroyAllMovableObjectsByType(const String& typeName);
|
3274
|
-
/** Destroy all MovableObjects. */
|
3275
|
-
virtual void destroyAllMovableObjects(void);
|
3276
|
-
/** Get a reference to a previously created MovableObject.
|
3277
|
-
@note Throws an exception if the named instance does not exist
|
3278
|
-
*/
|
3279
|
-
virtual MovableObject* getMovableObject(const String& name, const String& typeName) const;
|
3280
|
-
/** Returns whether a movable object instance with the given name exists. */
|
3281
|
-
virtual bool hasMovableObject(const String& name, const String& typeName) const;
|
3282
|
-
typedef MapIterator<MovableObjectMap> MovableObjectIterator;
|
3283
|
-
/** Get an iterator over all MovableObect instances of a given type.
|
3284
|
-
@note
|
3285
|
-
The iterator returned from this method is not thread safe, do not use this
|
3286
|
-
if you are creating or deleting objects of this type in another thread.
|
3287
|
-
*/
|
3288
|
-
virtual MovableObjectIterator getMovableObjectIterator(const String& typeName);
|
3289
|
-
/** Inject a MovableObject instance created externally.
|
3290
|
-
@remarks
|
3291
|
-
This method 'injects' a MovableObject instance created externally into
|
3292
|
-
the MovableObject instance registry held in the SceneManager. You
|
3293
|
-
might want to use this if you have a MovableObject which you don't
|
3294
|
-
want to register a factory for; for example a MovableObject which
|
3295
|
-
cannot be generally constructed by clients.
|
3296
|
-
@note
|
3297
|
-
It is important that the MovableObject has a unique name for the type,
|
3298
|
-
and that its getMovableType() method returns a proper type name.
|
3299
|
-
*/
|
3300
|
-
virtual void injectMovableObject(MovableObject* m);
|
3301
|
-
/** Extract a previously injected MovableObject.
|
3302
|
-
@remarks
|
3303
|
-
Essentially this does the same as destroyMovableObject, but only
|
3304
|
-
removes the instance from the internal lists, it does not attempt
|
3305
|
-
to destroy it.
|
3306
|
-
*/
|
3307
|
-
virtual void extractMovableObject(const String& name, const String& typeName);
|
3308
|
-
/** Extract a previously injected MovableObject.
|
3309
|
-
@remarks
|
3310
|
-
Essentially this does the same as destroyMovableObject, but only
|
3311
|
-
removes the instance from the internal lists, it does not attempt
|
3312
|
-
to destroy it.
|
3313
|
-
*/
|
3314
|
-
virtual void extractMovableObject(MovableObject* m);
|
3315
|
-
/** Extract all injected MovableObjects of a given type.
|
3316
|
-
@remarks
|
3317
|
-
Essentially this does the same as destroyAllMovableObjectsByType,
|
3318
|
-
but only removes the instances from the internal lists, it does not
|
3319
|
-
attempt to destroy them.
|
3320
|
-
*/
|
3321
|
-
virtual void extractAllMovableObjectsByType(const String& typeName);
|
3322
|
-
|
3323
|
-
/** Sets a mask which is bitwise 'and'ed with objects own visibility masks
|
3324
|
-
to determine if the object is visible.
|
3325
|
-
@remarks
|
3326
|
-
Note that this is combined with any per-viewport visibility mask
|
3327
|
-
through an 'and' operation. @see Viewport::setVisibilityMask
|
3328
|
-
*/
|
3329
|
-
virtual void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; }
|
3330
|
-
|
3331
|
-
/** Gets a mask which is bitwise 'and'ed with objects own visibility masks
|
3332
|
-
to determine if the object is visible.
|
3333
|
-
*/
|
3334
|
-
virtual uint32 getVisibilityMask(void) { return mVisibilityMask; }
|
3335
|
-
|
3336
|
-
/** Internal method for getting the combination between the global visibility
|
3337
|
-
mask and the per-viewport visibility mask.
|
3338
|
-
*/
|
3339
|
-
uint32 _getCombinedVisibilityMask(void) const;
|
3340
|
-
|
3341
|
-
/** Sets whether the SceneManager should search for visible objects, or
|
3342
|
-
whether they are being manually handled.
|
3343
|
-
@remarks
|
3344
|
-
This is an advanced function, you should not use this unless you know
|
3345
|
-
what you are doing.
|
3346
|
-
*/
|
3347
|
-
virtual void setFindVisibleObjects(bool find) { mFindVisibleObjects = find; }
|
3348
|
-
|
3349
|
-
/** Gets whether the SceneManager should search for visible objects, or
|
3350
|
-
whether they are being manually handled.
|
3351
|
-
*/
|
3352
|
-
virtual bool getFindVisibleObjects(void) { return mFindVisibleObjects; }
|
3353
|
-
|
3354
|
-
/** Set whether to automatically normalise normals on objects whenever they
|
3355
|
-
are scaled.
|
3356
|
-
@remarks
|
3357
|
-
Scaling can distort normals so the default behaviour is to compensate
|
3358
|
-
for this, but it has a cost. If you would prefer to manually manage
|
3359
|
-
this, set this option to 'false' and use Pass::setNormaliseNormals
|
3360
|
-
only when needed.
|
3361
|
-
*/
|
3362
|
-
virtual void setNormaliseNormalsOnScale(bool n) { mNormaliseNormalsOnScale = n; }
|
3363
|
-
|
3364
|
-
/** Get whether to automatically normalise normals on objects whenever they
|
3365
|
-
are scaled.
|
3366
|
-
*/
|
3367
|
-
virtual bool getNormaliseNormalsOnScale() const { return mNormaliseNormalsOnScale; }
|
3368
|
-
|
3369
|
-
/** Set whether to automatically flip the culling mode on objects whenever they
|
3370
|
-
are negatively scaled.
|
3371
|
-
@remarks
|
3372
|
-
Negativelyl scaling an object has the effect of flipping the triangles,
|
3373
|
-
so the culling mode should probably be inverted to deal with this.
|
3374
|
-
If you would prefer to manually manage this, set this option to 'false'
|
3375
|
-
and use different materials with Pass::setCullingMode set manually as needed.
|
3376
|
-
*/
|
3377
|
-
virtual void setFlipCullingOnNegativeScale(bool n) { mFlipCullingOnNegativeScale = n; }
|
3378
|
-
|
3379
|
-
/** Get whether to automatically flip the culling mode on objects whenever they
|
3380
|
-
are negatively scaled.
|
3381
|
-
*/
|
3382
|
-
virtual bool getFlipCullingOnNegativeScale() const { return mFlipCullingOnNegativeScale; }
|
3383
|
-
|
3384
|
-
/** Render something as if it came from the current queue.
|
3385
|
-
@param pass Material pass to use for setting up this quad.
|
3386
|
-
@param rend Renderable to render
|
3387
|
-
@param shadowDerivation Whether passes should be replaced with shadow caster / receiver passes
|
3388
|
-
*/
|
3389
|
-
virtual void _injectRenderWithPass(Pass *pass, Renderable *rend, bool shadowDerivation = true,
|
3390
|
-
bool doLightIteration = false, const LightList* manualLightList = 0);
|
3391
|
-
|
3392
|
-
/** Indicates to the SceneManager whether it should suppress changing
|
3393
|
-
the RenderSystem states when rendering objects.
|
3394
|
-
@remarks
|
3395
|
-
This method allows you to tell the SceneManager not to change any
|
3396
|
-
RenderSystem state until you tell it to. This method is only
|
3397
|
-
intended for advanced use, don't use it if you're unsure of the
|
3398
|
-
effect. The only RenderSystems calls made are to set the world
|
3399
|
-
matrix for each object (note - view an projection matrices are NOT
|
3400
|
-
SET - they are under your control) and to render the object; it is up to
|
3401
|
-
the caller to do everything else, including enabling any vertex /
|
3402
|
-
fragment programs and updating their parameter state, and binding
|
3403
|
-
parameters to the RenderSystem.
|
3404
|
-
@note
|
3405
|
-
Calling this implicitly disables shadow processing since no shadows
|
3406
|
-
can be rendered without changing state.
|
3407
|
-
@param suppress If true, no RenderSystem state changes will be issued
|
3408
|
-
until this method is called again with a parameter of false.
|
3409
|
-
*/
|
3410
|
-
virtual void _suppressRenderStateChanges(bool suppress);
|
3411
|
-
|
3412
|
-
/** Are render state changes suppressed?
|
3413
|
-
@see _suppressRenderStateChanges
|
3414
|
-
*/
|
3415
|
-
virtual bool _areRenderStateChangesSuppressed(void) const
|
3416
|
-
{ return mSuppressRenderStateChanges; }
|
3417
|
-
|
3418
|
-
/** Internal method for setting up the renderstate for a rendering pass.
|
3419
|
-
@param pass The Pass details to set.
|
3420
|
-
@param evenIfSuppressed Sets the pass details even if render state
|
3421
|
-
changes are suppressed; if you are using this to manually set state
|
3422
|
-
when render state changes are suppressed, you should set this to
|
3423
|
-
true.
|
3424
|
-
@param shadowDerivation If false, disables the derivation of shadow
|
3425
|
-
passes from original passes
|
3426
|
-
@return
|
3427
|
-
A Pass object that was used instead of the one passed in, can
|
3428
|
-
happen when rendering shadow passes
|
3429
|
-
*/
|
3430
|
-
virtual const Pass* _setPass(const Pass* pass,
|
3431
|
-
bool evenIfSuppressed = false, bool shadowDerivation = true);
|
3432
|
-
|
3433
|
-
/** Method to allow you to mark gpu parameters as dirty, causing them to
|
3434
|
-
be updated according to the mask that you set when updateGpuProgramParameters is
|
3435
|
-
next called. Only really useful if you're controlling parameter state in
|
3436
|
-
inner rendering loop callbacks.
|
3437
|
-
@param mask Some combination of GpuParamVariability which is bitwise OR'ed with the
|
3438
|
-
current dirty state.
|
3439
|
-
*/
|
3440
|
-
virtual void _markGpuParamsDirty(uint16 mask);
|
3441
|
-
|
3442
|
-
|
3443
|
-
/** Indicates to the SceneManager whether it should suppress the
|
3444
|
-
active shadow rendering technique until told otherwise.
|
3445
|
-
@remarks
|
3446
|
-
This is a temporary alternative to setShadowTechnique to suppress
|
3447
|
-
the rendering of shadows and forcing all processing down the
|
3448
|
-
standard rendering path. This is intended for internal use only.
|
3449
|
-
@param suppress If true, no shadow rendering will occur until this
|
3450
|
-
method is called again with a parameter of false.
|
3451
|
-
*/
|
3452
|
-
virtual void _suppressShadows(bool suppress);
|
3453
|
-
|
3454
|
-
/** Are shadows suppressed?
|
3455
|
-
@see _suppressShadows
|
3456
|
-
*/
|
3457
|
-
virtual bool _areShadowsSuppressed(void) const
|
3458
|
-
{ return mSuppressShadows; }
|
3459
|
-
|
3460
|
-
/** Render the objects in a given queue group
|
3461
|
-
@remarks You should only call this from a RenderQueueInvocation implementation
|
3462
|
-
*/
|
3463
|
-
virtual void _renderQueueGroupObjects(RenderQueueGroup* group,
|
3464
|
-
QueuedRenderableCollection::OrganisationMode om);
|
3465
|
-
|
3466
|
-
/** Advanced method for supplying an alternative visitor, used for parsing the
|
3467
|
-
render queues and sending the results to the renderer.
|
3468
|
-
@remarks
|
3469
|
-
You can use this method to insert your own implementation of the
|
3470
|
-
QueuedRenderableVisitor interface, which receives calls as the queued
|
3471
|
-
renderables are parsed in a given order (determined by RenderQueueInvocationSequence)
|
3472
|
-
and are sent to the renderer. If you provide your own implementation of
|
3473
|
-
this visitor, you are responsible for either calling the rendersystem,
|
3474
|
-
or passing the calls on to the base class implementation.
|
3475
|
-
@note
|
3476
|
-
Ownership is not taken of this pointer, you are still required to
|
3477
|
-
delete it yourself once you're finished.
|
3478
|
-
@param visitor Your implementation of SceneMgrQueuedRenderableVisitor.
|
3479
|
-
If you pass 0, the default implementation will be used.
|
3480
|
-
*/
|
3481
|
-
void setQueuedRenderableVisitor(SceneMgrQueuedRenderableVisitor* visitor);
|
3482
|
-
|
3483
|
-
/** Gets the current visitor object which processes queued renderables. */
|
3484
|
-
SceneMgrQueuedRenderableVisitor* getQueuedRenderableVisitor(void) const;
|
3485
|
-
|
3486
|
-
|
3487
|
-
/** Get the rendersystem subclass to which the output of this Scene Manager
|
3488
|
-
gets sent
|
3489
|
-
*/
|
3490
|
-
RenderSystem *getDestinationRenderSystem();
|
3491
|
-
|
3492
|
-
/** Gets the current viewport being rendered (advanced use only, only
|
3493
|
-
valid during viewport update. */
|
3494
|
-
Viewport* getCurrentViewport(void) const { return mCurrentViewport; }
|
3495
|
-
|
3496
|
-
/** Returns a visibility boundary box for a specific camera. */
|
3497
|
-
const VisibleObjectsBoundsInfo& getVisibleObjectsBoundsInfo(const Camera* cam) const;
|
3498
|
-
|
3499
|
-
/** Returns the shadow caster AAB for a specific light-camera combination */
|
3500
|
-
const VisibleObjectsBoundsInfo& getShadowCasterBoundsInfo(const Light* light, size_t iteration = 0) const;
|
3501
|
-
|
3502
|
-
/** Set whether to use camera-relative co-ordinates when rendering, ie
|
3503
|
-
to always place the camera at the origin and move the world around it.
|
3504
|
-
@remarks
|
3505
|
-
This is a technique to alleviate some of the precision issues associated with
|
3506
|
-
rendering far from the origin, where single-precision floats as used in most
|
3507
|
-
GPUs begin to lose their precision. Instead of including the camera
|
3508
|
-
translation in the view matrix, it only includes the rotation, and
|
3509
|
-
the world matrices of objects must be expressed relative to this.
|
3510
|
-
@note
|
3511
|
-
If you need this option, you will probably also need to enable double-precision
|
3512
|
-
mode in Ogre (OGRE_DOUBLE_PRECISION), since even though this will
|
3513
|
-
alleviate the rendering precision, the source camera and object positions will still
|
3514
|
-
suffer from precision issues leading to jerky movement.
|
3515
|
-
*/
|
3516
|
-
virtual void setCameraRelativeRendering(bool rel) { mCameraRelativeRendering = rel; }
|
3517
|
-
|
3518
|
-
/** Get whether to use camera-relative co-ordinates when rendering, ie
|
3519
|
-
to always place the camera at the origin and move the world around it.
|
3520
|
-
*/
|
3521
|
-
virtual bool getCameraRelativeRendering() const { return mCameraRelativeRendering; }
|
3522
|
-
|
3523
|
-
|
3524
|
-
/** Add a level of detail listener. */
|
3525
|
-
void addLodListener(LodListener *listener);
|
3526
|
-
|
3527
|
-
/**
|
3528
|
-
Remove a level of detail listener.
|
3529
|
-
@remarks
|
3530
|
-
Do not call from inside an LodListener callback method.
|
3531
|
-
*/
|
3532
|
-
void removeLodListener(LodListener *listener);
|
3533
|
-
|
3534
|
-
/** Notify that a movable object lod change event has occurred. */
|
3535
|
-
void _notifyMovableObjectLodChanged(MovableObjectLodChangedEvent& evt);
|
3536
|
-
|
3537
|
-
/** Notify that an entity mesh lod change event has occurred. */
|
3538
|
-
void _notifyEntityMeshLodChanged(EntityMeshLodChangedEvent& evt);
|
3539
|
-
|
3540
|
-
/** Notify that an entity material lod change event has occurred. */
|
3541
|
-
void _notifyEntityMaterialLodChanged(EntityMaterialLodChangedEvent& evt);
|
3542
|
-
|
3543
|
-
/** Handle lod events. */
|
3544
|
-
void _handleLodEvents();
|
3545
|
-
};
|
3546
|
-
|
3547
|
-
/** Default implementation of IntersectionSceneQuery. */
|
3548
|
-
class _OgreExport DefaultIntersectionSceneQuery :
|
3549
|
-
public IntersectionSceneQuery
|
3550
|
-
{
|
3551
|
-
public:
|
3552
|
-
DefaultIntersectionSceneQuery(SceneManager* creator);
|
3553
|
-
~DefaultIntersectionSceneQuery();
|
3554
|
-
|
3555
|
-
/** See IntersectionSceneQuery. */
|
3556
|
-
void execute(IntersectionSceneQueryListener* listener);
|
3557
|
-
};
|
3558
|
-
|
3559
|
-
/** Default implementation of RaySceneQuery. */
|
3560
|
-
class _OgreExport DefaultRaySceneQuery : public RaySceneQuery
|
3561
|
-
{
|
3562
|
-
public:
|
3563
|
-
DefaultRaySceneQuery(SceneManager* creator);
|
3564
|
-
~DefaultRaySceneQuery();
|
3565
|
-
|
3566
|
-
/** See RayScenQuery. */
|
3567
|
-
void execute(RaySceneQueryListener* listener);
|
3568
|
-
};
|
3569
|
-
/** Default implementation of SphereSceneQuery. */
|
3570
|
-
class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery
|
3571
|
-
{
|
3572
|
-
public:
|
3573
|
-
DefaultSphereSceneQuery(SceneManager* creator);
|
3574
|
-
~DefaultSphereSceneQuery();
|
3575
|
-
|
3576
|
-
/** See SceneQuery. */
|
3577
|
-
void execute(SceneQueryListener* listener);
|
3578
|
-
};
|
3579
|
-
/** Default implementation of PlaneBoundedVolumeListSceneQuery. */
|
3580
|
-
class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery
|
3581
|
-
{
|
3582
|
-
public:
|
3583
|
-
DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator);
|
3584
|
-
~DefaultPlaneBoundedVolumeListSceneQuery();
|
3585
|
-
|
3586
|
-
/** See SceneQuery. */
|
3587
|
-
void execute(SceneQueryListener* listener);
|
3588
|
-
};
|
3589
|
-
/** Default implementation of AxisAlignedBoxSceneQuery. */
|
3590
|
-
class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery
|
3591
|
-
{
|
3592
|
-
public:
|
3593
|
-
DefaultAxisAlignedBoxSceneQuery(SceneManager* creator);
|
3594
|
-
~DefaultAxisAlignedBoxSceneQuery();
|
3595
|
-
|
3596
|
-
/** See RayScenQuery. */
|
3597
|
-
void execute(SceneQueryListener* listener);
|
3598
|
-
};
|
3599
|
-
|
3600
|
-
|
3601
|
-
/// Bitmask containing scene types
|
3602
|
-
typedef uint16 SceneTypeMask;
|
3603
|
-
|
3604
|
-
/** Classification of a scene to allow a decision of what type of
|
3605
|
-
SceenManager to provide back to the application.
|
3606
|
-
*/
|
3607
|
-
enum SceneType
|
3608
|
-
{
|
3609
|
-
ST_GENERIC = 1,
|
3610
|
-
ST_EXTERIOR_CLOSE = 2,
|
3611
|
-
ST_EXTERIOR_FAR = 4,
|
3612
|
-
ST_EXTERIOR_REAL_FAR = 8,
|
3613
|
-
ST_INTERIOR = 16
|
3614
|
-
};
|
3615
|
-
|
3616
|
-
/** Structure containing information about a scene manager. */
|
3617
|
-
struct SceneManagerMetaData
|
3618
|
-
{
|
3619
|
-
/// A globally unique string identifying the scene manager type
|
3620
|
-
String typeName;
|
3621
|
-
/// A text description of the scene manager
|
3622
|
-
String description;
|
3623
|
-
/// A mask describing which sorts of scenes this manager can handle
|
3624
|
-
SceneTypeMask sceneTypeMask;
|
3625
|
-
/// Flag indicating whether world geometry is supported
|
3626
|
-
bool worldGeometrySupported;
|
3627
|
-
};
|
3628
|
-
|
3629
|
-
|
3630
|
-
|
3631
|
-
/** Class which will create instances of a given SceneManager. */
|
3632
|
-
class _OgreExport SceneManagerFactory : public SceneMgtAlloc
|
3633
|
-
{
|
3634
|
-
protected:
|
3635
|
-
mutable SceneManagerMetaData mMetaData;
|
3636
|
-
mutable bool mMetaDataInit;
|
3637
|
-
/// Internal method to initialise the metadata, must be implemented
|
3638
|
-
virtual void initMetaData(void) const = 0;
|
3639
|
-
public:
|
3640
|
-
SceneManagerFactory() : mMetaDataInit(true) {}
|
3641
|
-
virtual ~SceneManagerFactory() {}
|
3642
|
-
/** Get information about the SceneManager type created by this factory. */
|
3643
|
-
virtual const SceneManagerMetaData& getMetaData(void) const
|
3644
|
-
{
|
3645
|
-
if (mMetaDataInit)
|
3646
|
-
{
|
3647
|
-
initMetaData();
|
3648
|
-
mMetaDataInit = false;
|
3649
|
-
}
|
3650
|
-
return mMetaData;
|
3651
|
-
}
|
3652
|
-
/** Create a new instance of a SceneManager.
|
3653
|
-
@remarks
|
3654
|
-
Don't call directly, use SceneManagerEnumerator::createSceneManager.
|
3655
|
-
*/
|
3656
|
-
virtual SceneManager* createInstance(const String& instanceName) = 0;
|
3657
|
-
/** Destroy an instance of a SceneManager. */
|
3658
|
-
virtual void destroyInstance(SceneManager* instance) = 0;
|
3659
|
-
|
3660
|
-
};
|
3661
|
-
|
3662
|
-
/** @} */
|
3663
|
-
/** @} */
|
3664
|
-
|
3665
|
-
|
3666
|
-
} // Namespace
|
3667
|
-
|
3668
|
-
|
3669
|
-
|
3670
|
-
#endif
|