shattered_ogrerb 0.5.0.1
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- data/lib/shattered_ogrerb.rb +17 -0
- data/lib/shattered_ogrerb/base.rb +28 -0
- data/lib/shattered_ogrerb/camera.rb +6 -0
- data/lib/shattered_ogrerb/key_manager.rb +54 -0
- data/lib/shattered_ogrerb/light.rb +5 -0
- data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
- data/lib/shattered_ogrerb/rmaterial.rb +86 -0
- data/lib/shattered_ogrerb/vector.rb +211 -0
- data/vendor/Ogre/OIS.dll +0 -0
- data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
- data/vendor/Ogre/OgreMain.dll +0 -0
- data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
- data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
- data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
- data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
- data/vendor/Ogre/RenderSystem_GL.dll +0 -0
- data/vendor/Ogre/cg.dll +0 -0
- data/vendor/Ogre/plugins.cfg +9 -0
- data/vendor/ogrerb/MIT_LICENCE +19 -0
- data/vendor/ogrerb/README +79 -0
- data/vendor/ogrerb/Rakefile +220 -0
- data/vendor/ogrerb/build/navi/extconf.rb +53 -0
- data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
- data/vendor/ogrerb/build/ois/extconf.rb +48 -0
- data/vendor/ogrerb/doc_src/ogre.rb +152 -0
- data/vendor/ogrerb/doc_src/ois.rb +67 -0
- data/vendor/ogrerb/lib/constants.rb +35 -0
- data/vendor/ogrerb/lib/ogre.dll +0 -0
- data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
- data/vendor/ogrerb/navi/Navi.i +5 -0
- data/vendor/ogrerb/navi/NaviData.i +18 -0
- data/vendor/ogrerb/navi/NaviManager.i +5 -0
- data/vendor/ogrerb/navi/NaviProxies.i +7 -0
- data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
- data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
- data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
- data/vendor/ogrerb/navi/navi_rb.i +53 -0
- data/vendor/ogrerb/navi/std_multimap.i +581 -0
- data/vendor/ogrerb/ogre.rb +23 -0
- data/vendor/ogrerb/ogre/Application.i +59 -0
- data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
- data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
- data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
- data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
- data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
- data/vendor/ogrerb/ogre/OgreAny.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
- data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
- data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
- data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
- data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
- data/vendor/ogrerb/ogre/OgreBone.i +5 -0
- data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
- data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
- data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
- data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
- data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
- data/vendor/ogrerb/ogre/OgreController.i +5 -0
- data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
- data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
- data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
- data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
- data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
- data/vendor/ogrerb/ogre/OgreException.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
- data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
- data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
- data/vendor/ogrerb/ogre/OgreFont.i +5 -0
- data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
- data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
- data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreImage.i +5 -0
- data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
- data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
- data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
- data/vendor/ogrerb/ogre/OgreLight.i +5 -0
- data/vendor/ogrerb/ogre/OgreLog.i +5 -0
- data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
- data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
- data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMath.i +48 -0
- data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
- data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
- data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
- data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
- data/vendor/ogrerb/ogre/OgreNode.i +11 -0
- data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
- data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
- data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
- data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
- data/vendor/ogrerb/ogre/OgrePass.i +10 -0
- data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
- data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
- data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
- data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
- data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
- data/vendor/ogrerb/ogre/OgrePose.i +5 -0
- data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
- data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
- data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
- data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
- data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
- data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
- data/vendor/ogrerb/ogre/OgreRay.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
- data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
- data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
- data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
- data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
- data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
- data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreResource.i +68 -0
- data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
- data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
- data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
- data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
- data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
- data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
- data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
- data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
- data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
- data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
- data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
- data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
- data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
- data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
- data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
- data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
- data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
- data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
- data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
- data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
- data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
- data/vendor/ogrerb/ogre/OgreString.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
- data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
- data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
- data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
- data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
- data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
- data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
- data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
- data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
- data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
- data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
- data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
- data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
- data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
- data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
- data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
- data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
- data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
- data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
- data/vendor/ogrerb/ogre/OgreZip.i +5 -0
- data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
- data/vendor/ogrerb/ogre/std_multimap.i +581 -0
- data/vendor/ogrerb/ois/OISProxies.i +9 -0
- data/vendor/ogrerb/ois/OISRenames.i +11 -0
- data/vendor/ogrerb/ois/ois.i +135 -0
- data/vendor/ogrerb/ois/std_multimap.i +581 -0
- data/vendor/ogrerb/platform.rb +23 -0
- data/vendor/ogrerb/samples/application.rb +146 -0
- data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
- data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
- data/vendor/ogrerb/samples/bsp.rb +74 -0
- data/vendor/ogrerb/samples/cg.dll +0 -0
- data/vendor/ogrerb/samples/js3250.dll +0 -0
- data/vendor/ogrerb/samples/lighting.rb +136 -0
- data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
- data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
- data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
- data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
- data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
- data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
- data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
- data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
- data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
- data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
- data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
- data/vendor/ogrerb/samples/media/packs/cubemap.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/cubemapsJS.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/dragon.zip +0 -0
- data/vendor/ogrerb/samples/media/packs/skybox.zip +0 -0
- data/vendor/ogrerb/samples/media/particles/smoke.particle +43 -0
- data/vendor/ogrerb/samples/navi/Media/NaviDemo.material +60 -0
- data/vendor/ogrerb/samples/navi/Media/OgreCore.zip +0 -0
- data/vendor/ogrerb/samples/navi/Media/cerulean.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/clouds.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/controlsNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/Media/grass.jpg +0 -0
- data/vendor/ogrerb/samples/navi/Media/knot.mesh +0 -0
- data/vendor/ogrerb/samples/navi/Media/testNaviMask.png +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/Navi.js +136 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/buttonBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/controls.html +303 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/knobBg.jpg +0 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/moo.dropdownmenu.js +87 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/mootools.v1.1.js +6964 -0
- data/vendor/ogrerb/samples/navi/NaviLocal/naviLogo.html +32 -0
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- data/vendor/ogrerb/website/images/ogre3d.gif +0 -0
- data/vendor/ogrerb/website/images/redogrehead.png +0 -0
- data/vendor/ogrerb/website/images/ruby.png +0 -0
- data/vendor/ogrerb/website/images/sample.png +0 -0
- data/vendor/ogrerb/website/index.html +80 -0
- data/vendor/ogrerb/website/javascripts/prototype.js +3271 -0
- data/vendor/ogrerb/website/stylesheets/main.css +96 -0
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2005 The OGRE Team
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Also see acknowledgements in Readme.html
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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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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*/
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#ifndef __RenderQueueInvocation_H__
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#define __RenderQueueInvocation_H__
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#include "OgrePrerequisites.h"
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#include "OgreRenderQueueSortingGrouping.h"
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#include "OgreIteratorWrappers.h"
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namespace Ogre {
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/** Class representing the invocation of queue groups in a RenderQueue.
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@remarks
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The default behaviour for OGRE's render queue is to render each queue
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group in turn, dealing with shadows automatically, and rendering solids
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in grouped passes, followed by transparent objects in descending order.
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This class, together with RenderQueueInvocationSequence and the ability
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to associate one with a Viewport, allows you to change that behaviour
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and render queue groups in arbitrary sequence, repeatedly, and to skip
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shadows, change the ordering of solids, or even prevent OGRE controlling
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the render state during a particular invocation for special effects.
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@par
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Note that whilst you can change the ordering of rendering solids, you
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can't change the ordering on transparent objects, since to do this would
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cause them to render incorrectly.
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@par
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As well as using this class directly and using the options it provides you
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with, you can also provide subclasses of it to a
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RenderQueueInvocationSequence instance if you want to gain ultimate control.
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@note
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Invocations will be skipped if there are scene-level options preventing
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them being rendered - for example special-case render queues and
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render queue listeners that dictate this.
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*/
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class _OgreExport RenderQueueInvocation
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{
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protected:
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/// Target queue group
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uint8 mRenderQueueGroupID;
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/// Invocation identifier - used in listeners
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String mInvocationName;
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/// Solids ordering mode
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QueuedRenderableCollection::OrganisationMode mSolidsOrganisation;
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/// Suppress shadows processing in this invocation?
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bool mSuppressShadows;
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/// Suppress OGRE's render state management?
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bool mSuppressRenderStateChanges;
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public:
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/** Constructor
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@param renderQueueGroupID ID of the queue this will target
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@param invocationName Optional name to uniquely identify this
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invocation from others in a RenderQueueListener
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*/
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RenderQueueInvocation(uint8 renderQueueGroupID,
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const String& invocationName = StringUtil::BLANK);
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virtual ~RenderQueueInvocation();
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/// Get the render queue group id
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virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; }
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/// Get the invocation name (may be blank if not set by creator)
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virtual const String& getInvocationName(void) const { return mInvocationName; }
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/** Set the organisation mode being used for solids in this queue group
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invocation.
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*/
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virtual void setSolidsOrganisation(
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QueuedRenderableCollection::OrganisationMode org)
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{ mSolidsOrganisation = org; }
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/** Get the organisation mode being used for solids in this queue group
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invocation.
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*/
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virtual QueuedRenderableCollection::OrganisationMode
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getSolidsOrganisation(void) const { return mSolidsOrganisation; }
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/** Sets whether shadows are suppressed when invoking this queue.
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@remarks
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When doing effects you often will want to suppress shadow processing
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if shadows will already have been done by a previous render.
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*/
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virtual void setSuppressShadows(bool suppress)
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{ mSuppressShadows = suppress; }
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/** Gets whether shadows are suppressed when invoking this queue.
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*/
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virtual bool getSuppressShadows(void) const { return mSuppressShadows; }
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/** Sets whether render state changes are suppressed when invoking this queue.
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@remarks
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When doing special effects you may want to set up render state yourself
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and have it apply for the entire rendering of a queue. In that case,
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you should call this method with a parameter of 'true', and use a
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RenderQueueListener to set the render state directly on RenderSystem
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yourself before the invocation.
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@par
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Suppressing render state changes is only intended for advanced use,
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don't use it if you're unsure of the effect. The only RenderSystem
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calls made are to set the world matrix for each object (note -
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view an projection matrices are NOT SET - they are under your control)
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and to render the object; it is up to the caller to do everything else,
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including enabling any vertex / fragment programs and updating their
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parameter state, and binding parameters to the RenderSystem.
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We advise you use a RenderQueueListener in order to get a notification
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when this invocation is going to happen (use an invocation name to
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identify it if you like), at which point you can set the state you
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need to apply before the objects are rendered.
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*/
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virtual void setSuppressRenderStateChanges(bool suppress)
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{ mSuppressRenderStateChanges = suppress; }
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/** Gets whether shadows are suppressed when invoking this queue.
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*/
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virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; }
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/** Invoke this class on a concrete queue group.
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@remarks
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Implementation will send the queue group to the target scene manager
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after doing what it needs to do.
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*/
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virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager);
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/// Invocation identifier for shadows
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static String RENDER_QUEUE_INVOCATION_SHADOWS;
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};
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/// List of RenderQueueInvocations
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typedef std::vector<RenderQueueInvocation*> RenderQueueInvocationList;
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typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator;
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/** Class to hold a linear sequence of RenderQueueInvocation objects.
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@remarks
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This is just a simple data holder class which contains a list of
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RenderQueueInvocation objects representing the sequence of invocations
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made for a viewport. It's only real purpose is to ensure that
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RenderQueueInvocation instances are deleted on shudown, since you can
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provide your own subclass instances on RenderQueueInvocation. Remember
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that any invocation instances you give to this class will be deleted
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by it when it is cleared / destroyed.
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*/
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class _OgreExport RenderQueueInvocationSequence
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{
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protected:
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String mName;
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RenderQueueInvocationList mInvocations;
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public:
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RenderQueueInvocationSequence(const String& name);
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virtual ~RenderQueueInvocationSequence();
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/** Get the name of this sequence. */
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const String& getName(void) const { return mName; }
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/** Add a standard invocation to the sequence.
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@param renderQueueGroupID The ID of the render queue group
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@param invocationName Optional name to identify the invocation, useful
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for listeners if a single queue group is invoked more than once
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@returns A new RenderQueueInvocatin instance which you may customise
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*/
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RenderQueueInvocation* add(uint8 renderQueueGroupID,
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const String& invocationName);
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/** Add a custom invocation to the sequence.
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@remarks
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Use this to add your own custom subclasses of RenderQueueInvocation
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to the sequence; just remember that this class takes ownership of
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deleting this pointer when it is cleared / destroyed.
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*/
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void add(RenderQueueInvocation* i);
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/** Get the number of invocations in this sequence. */
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size_t size(void) const { return mInvocations.size(); }
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/** Clear and delete all invocations in this sequence. */
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void clear(void);
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/** Gets the details of an invocation at a given index. */
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RenderQueueInvocation* get(size_t index);
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/** Removes (and deletes) an invocation by index. */
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void remove(size_t index);
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/** Get an iterator over the invocations. */
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RenderQueueInvocationIterator iterator(void);
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};
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}
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#endif
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
|
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(Object-oriented Graphics Rendering Engine)
|
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For the latest info, see http://www.ogre3d.org/
|
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+
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Copyright (c) 2000-2006 Torus Knot Software Ltd
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Also see acknowledgements in Readme.html
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9
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+
|
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This program is free software; you can redistribute it and/or modify it under
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|
+
the terms of the GNU Lesser General Public License as published by the Free Software
|
12
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+
Foundation; either version 2 of the License, or (at your option) any later
|
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+
version.
|
14
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+
|
15
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+
This program is distributed in the hope that it will be useful, but WITHOUT
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+
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
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|
+
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
18
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+
|
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+
You should have received a copy of the GNU Lesser General Public License along with
|
20
|
+
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
21
|
+
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
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http://www.gnu.org/copyleft/lesser.txt.
|
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+
|
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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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*/
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#ifndef __RenderQueueListener_H__
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#define __RenderQueueListener_H__
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#include "OgrePrerequisites.h"
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#include "OgreRenderQueue.h"
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namespace Ogre {
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/** Abstract interface which classes must implement if they wish to receive
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events from the render queue.
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@remarks
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The OGRE render queue is divided into several queue groups, as defined by
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uint8. A class may implement this interface, and register itself
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as a listener by calling SceneManager::addRenderQueueListener. After doing so,
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the class will receive an event before and after each queue group is sent to
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the rendering system.
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@par
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The event listeners have an option to make a queue either be skipped, or to repeat.
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Note that if multiple listeners are registered, the one registered last has the final
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say, although options set by previous listeners will not be changed if the latest
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does not express a preference.
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*/
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class _OgreExport RenderQueueListener
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{
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public:
|
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virtual ~RenderQueueListener() {}
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/** Event raised before a queue group is rendered.
|
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@remarks
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+
This method is called by the SceneManager before each queue group is
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rendered.
|
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@param queueGroupId The id of the queue group which is about to be rendered
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@param invocation Name of the invocation which is causing this to be
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called (@see RenderQueueInvocation)
|
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@param skipThisInvocation A boolean passed by reference which is by default set to
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false. If the event sets this to true, the queue will be skipped and not
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rendered. Note that in this case the renderQueueEnded event will not be raised
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for this queue group.
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*/
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virtual void renderQueueStarted(uint8 queueGroupId, const String& invocation,
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bool& skipThisInvocation) = 0;
|
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+
|
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/** Event raised after a queue group is rendered.
|
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@remarks
|
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+
This method is called by the SceneManager after each queue group is
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rendered.
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@param queueGroupId The id of the queue group which has just been rendered
|
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@param invocation Name of the invocation which is causing this to be
|
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called (@see RenderQueueInvocation)
|
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@param repeatThisInvocation A boolean passed by reference which is by default set to
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false. If the event sets this to true, the queue which has just been
|
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rendered will be repeated, and the renderQueueStarted and renderQueueEnded
|
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+
events will also be fired for it again.
|
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+
*/
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+
virtual void renderQueueEnded(uint8 queueGroupId, const String& invocation,
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+
bool& repeatThisInvocation) = 0;
|
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+
};
|
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|
+
|
86
|
+
}
|
87
|
+
|
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|
+
#endif
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89
|
+
|
@@ -0,0 +1,653 @@
|
|
1
|
+
/*
|
2
|
+
-----------------------------------------------------------------------------
|
3
|
+
This source file is part of OGRE
|
4
|
+
(Object-oriented Graphics Rendering Engine)
|
5
|
+
For the latest info, see http://www.ogre3d.org/
|
6
|
+
|
7
|
+
Copyright (c) 2000-2006 Torus Knot Software Ltd
|
8
|
+
Also see acknowledgements in Readme.html
|
9
|
+
|
10
|
+
This program is free software; you can redistribute it and/or modify it under
|
11
|
+
the terms of the GNU Lesser General Public License as published by the Free Software
|
12
|
+
Foundation; either version 2 of the License, or (at your option) any later
|
13
|
+
version.
|
14
|
+
|
15
|
+
This program is distributed in the hope that it will be useful, but WITHOUT
|
16
|
+
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
17
|
+
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
18
|
+
|
19
|
+
You should have received a copy of the GNU Lesser General Public License along with
|
20
|
+
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
21
|
+
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
22
|
+
http://www.gnu.org/copyleft/lesser.txt.
|
23
|
+
|
24
|
+
You may alternatively use this source under the terms of a specific version of
|
25
|
+
the OGRE Unrestricted License provided you have obtained such a license from
|
26
|
+
Torus Knot Software Ltd.
|
27
|
+
-----------------------------------------------------------------------------
|
28
|
+
*/
|
29
|
+
#ifndef __RenderQueueSortingGrouping_H__
|
30
|
+
#define __RenderQueueSortingGrouping_H__
|
31
|
+
|
32
|
+
// Precompiler options
|
33
|
+
#include "OgrePrerequisites.h"
|
34
|
+
#include "OgreIteratorWrappers.h"
|
35
|
+
#include "OgreMaterial.h"
|
36
|
+
#include "OgreTechnique.h"
|
37
|
+
#include "OgrePass.h"
|
38
|
+
#include "OgreRadixSort.h"
|
39
|
+
|
40
|
+
namespace Ogre {
|
41
|
+
|
42
|
+
/** Struct associating a single Pass with a single Renderable.
|
43
|
+
This is used to for objects sorted by depth and thus not
|
44
|
+
grouped by pass.
|
45
|
+
*/
|
46
|
+
struct RenderablePass
|
47
|
+
{
|
48
|
+
/// Pointer to the Renderable details
|
49
|
+
Renderable* renderable;
|
50
|
+
/// Pointer to the Pass
|
51
|
+
Pass* pass;
|
52
|
+
|
53
|
+
RenderablePass(Renderable* rend, Pass* p) :renderable(rend), pass(p) {}
|
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+
};
|
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+
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+
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/** Visitor interface for items in a QueuedRenderableCollection.
|
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+
@remarks
|
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+
Those wishing to iterate over the items in a
|
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|
+
QueuedRenderableCollection should implement this visitor pattern,
|
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+
since internal organisation of the collection depends on the
|
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+
sorting method in use.
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+
*/
|
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+
class _OgreExport QueuedRenderableVisitor
|
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+
{
|
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+
public:
|
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+
QueuedRenderableVisitor() {}
|
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virtual ~QueuedRenderableVisitor() {}
|
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+
|
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/** Called when visiting a RenderablePass, ie items in a
|
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+
sorted collection where items are not grouped by pass.
|
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+
@remarks
|
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+
If this is called, neither of the other 2 visit methods
|
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+
will be called.
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+
*/
|
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virtual void visit(const RenderablePass* rp) = 0;
|
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+
|
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+
/* When visiting a collection grouped by pass, this is
|
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+
called when the grouping pass changes.
|
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+
@remarks
|
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|
+
If this method is called, the RenderablePass visit
|
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+
method will not be called for this collection. The
|
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+
Renderable visit method will be called for each item
|
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+
underneath the pass grouping level.
|
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+
@returns True to continue, false to skip the Renderables underneath
|
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+
*/
|
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|
+
virtual bool visit(const Pass* p) = 0;
|
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|
+
/** Visit method called once per Renderable on a grouped
|
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+
collection.
|
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|
+
@remarks
|
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|
+
If this method is called, the RenderablePass visit
|
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+
method will not be called for this collection.
|
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+
*/
|
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+
virtual void visit(const Renderable* r) = 0;
|
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+
|
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+
|
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+
};
|
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+
|
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/** Lowest level collection of renderables.
|
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+
@remarks
|
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+
To iterate over items in this collection, you must call
|
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+
the accept method and supply a QueuedRenderableVisitor.
|
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+
The order of the iteration, and whether that iteration is
|
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+
over a RenderablePass list or a 2-level grouped list which
|
105
|
+
causes a visit call at the Pass level, and a call for each
|
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|
+
Renderable underneath.
|
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+
*/
|
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|
+
class _OgreExport QueuedRenderableCollection
|
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|
+
{
|
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+
public:
|
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|
+
/** Organisation modes required for this collection.
|
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+
@remarks
|
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|
+
This affects the internal placement of the items added to this collection;
|
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|
+
if only one type of sorting / grouping is to be required, then renderables
|
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|
+
can be stored only once, whilst if multiple types are going to be needed
|
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|
+
then internally there will be multiple organisations. Changing the organisation
|
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|
+
needs to be done when the collection is empty.
|
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|
+
*/
|
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|
+
enum OrganisationMode
|
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|
+
{
|
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/// Group by pass
|
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|
+
OM_PASS_GROUP = 1,
|
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|
+
/// Sort descending camera distance
|
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|
+
OM_SORT_DESCENDING = 2,
|
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|
+
/** Sort ascending camera distance
|
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|
+
Note value overlaps with descending since both use same sort
|
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|
+
*/
|
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|
+
OM_SORT_ASCENDING = 6
|
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|
+
};
|
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|
+
|
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|
+
protected:
|
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|
+
/// Comparator to order pass groups
|
133
|
+
struct PassGroupLess
|
134
|
+
{
|
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|
+
bool _OgreExport operator()(const Pass* a, const Pass* b) const
|
136
|
+
{
|
137
|
+
// Sort by passHash, which is pass, then texture unit changes
|
138
|
+
uint32 hasha = a->getHash();
|
139
|
+
uint32 hashb = b->getHash();
|
140
|
+
if (hasha == hashb)
|
141
|
+
{
|
142
|
+
// Must differentTransparentQueueItemLessiate by pointer incase 2 passes end up with the same hash
|
143
|
+
return a < b;
|
144
|
+
}
|
145
|
+
else
|
146
|
+
{
|
147
|
+
return hasha < hashb;
|
148
|
+
}
|
149
|
+
}
|
150
|
+
};
|
151
|
+
/// Comparator to order objects by descending camera distance
|
152
|
+
struct DepthSortDescendingLess
|
153
|
+
{
|
154
|
+
const Camera* camera;
|
155
|
+
|
156
|
+
DepthSortDescendingLess(const Camera* cam)
|
157
|
+
: camera(cam)
|
158
|
+
{
|
159
|
+
}
|
160
|
+
|
161
|
+
bool _OgreExport operator()(const RenderablePass& a, const RenderablePass& b) const
|
162
|
+
{
|
163
|
+
if (a.renderable == b.renderable)
|
164
|
+
{
|
165
|
+
// Same renderable, sort by pass hash
|
166
|
+
return a.pass->getHash() < b.pass->getHash();
|
167
|
+
}
|
168
|
+
else
|
169
|
+
{
|
170
|
+
// Different renderables, sort by depth
|
171
|
+
Real adepth = a.renderable->getSquaredViewDepth(camera);
|
172
|
+
Real bdepth = b.renderable->getSquaredViewDepth(camera);
|
173
|
+
if (adepth == bdepth)
|
174
|
+
{
|
175
|
+
// Must return deterministic result, doesn't matter what
|
176
|
+
return a.pass < b.pass;
|
177
|
+
}
|
178
|
+
else
|
179
|
+
{
|
180
|
+
// Sort DESCENDING by depth (ie far objects first)
|
181
|
+
return (adepth > bdepth);
|
182
|
+
}
|
183
|
+
}
|
184
|
+
|
185
|
+
}
|
186
|
+
};
|
187
|
+
|
188
|
+
/** Vector of RenderablePass objects, this is built on the assumption that
|
189
|
+
vectors only ever increase in size, so even if we do clear() the memory stays
|
190
|
+
allocated, ie fast */
|
191
|
+
typedef std::vector<RenderablePass> RenderablePassList;
|
192
|
+
typedef std::vector<Renderable*> RenderableList;
|
193
|
+
/** Map of pass to renderable lists, this is a grouping by pass. */
|
194
|
+
typedef std::map<Pass*, RenderableList*, PassGroupLess> PassGroupRenderableMap;
|
195
|
+
|
196
|
+
/// Functor for accessing sort value 1 for radix sort (Pass)
|
197
|
+
struct RadixSortFunctorPass
|
198
|
+
{
|
199
|
+
uint32 operator()(const RenderablePass& p) const
|
200
|
+
{
|
201
|
+
return p.pass->getHash();
|
202
|
+
}
|
203
|
+
};
|
204
|
+
|
205
|
+
/// Radix sorter for accessing sort value 1 (Pass)
|
206
|
+
static RadixSort<RenderablePassList, RenderablePass, uint32> msRadixSorter1;
|
207
|
+
|
208
|
+
/// Functor for descending sort value 2 for radix sort (distance)
|
209
|
+
struct RadixSortFunctorDistance
|
210
|
+
{
|
211
|
+
const Camera* camera;
|
212
|
+
|
213
|
+
RadixSortFunctorDistance(const Camera* cam)
|
214
|
+
: camera(cam)
|
215
|
+
{
|
216
|
+
}
|
217
|
+
|
218
|
+
float operator()(const RenderablePass& p) const
|
219
|
+
{
|
220
|
+
// Sort DESCENDING by depth (ie far objects first), use negative distance
|
221
|
+
// here because radix sorter always dealing with accessing sort
|
222
|
+
return static_cast<float>(- p.renderable->getSquaredViewDepth(camera));
|
223
|
+
}
|
224
|
+
};
|
225
|
+
|
226
|
+
/// Radix sorter for sort value 2 (distance)
|
227
|
+
static RadixSort<RenderablePassList, RenderablePass, float> msRadixSorter2;
|
228
|
+
|
229
|
+
/// Bitmask of the organisation modes requested
|
230
|
+
uint8 mOrganisationMode;
|
231
|
+
|
232
|
+
/// Grouped
|
233
|
+
PassGroupRenderableMap mGrouped;
|
234
|
+
/// Sorted descending (can iterate backwards to get ascending)
|
235
|
+
RenderablePassList mSortedDescending;
|
236
|
+
|
237
|
+
/// Internal visitor implementation
|
238
|
+
void acceptVisitorGrouped(QueuedRenderableVisitor* visitor) const;
|
239
|
+
/// Internal visitor implementation
|
240
|
+
void acceptVisitorDescending(QueuedRenderableVisitor* visitor) const;
|
241
|
+
/// Internal visitor implementation
|
242
|
+
void acceptVisitorAscending(QueuedRenderableVisitor* visitor) const;
|
243
|
+
|
244
|
+
public:
|
245
|
+
QueuedRenderableCollection();
|
246
|
+
~QueuedRenderableCollection();
|
247
|
+
|
248
|
+
/// Empty the collection
|
249
|
+
void clear(void);
|
250
|
+
|
251
|
+
/** Remove the group entry (if any) for a given Pass.
|
252
|
+
@remarks
|
253
|
+
To be used when a pass is destroyed, such that any
|
254
|
+
grouping level for it becomes useless.
|
255
|
+
*/
|
256
|
+
void removePassGroup(Pass* p);
|
257
|
+
|
258
|
+
/** Reset the organisation modes required for this collection.
|
259
|
+
@remarks
|
260
|
+
You can only do this when the collection is empty.
|
261
|
+
@see OrganisationMode
|
262
|
+
*/
|
263
|
+
void resetOrganisationModes(void)
|
264
|
+
{
|
265
|
+
mOrganisationMode = 0;
|
266
|
+
}
|
267
|
+
|
268
|
+
/** Add a required sorting / grouping mode to this collection when next used.
|
269
|
+
@remarks
|
270
|
+
You can only do this when the collection is empty.
|
271
|
+
@see OrganisationMode
|
272
|
+
*/
|
273
|
+
void addOrganisationMode(OrganisationMode om)
|
274
|
+
{
|
275
|
+
mOrganisationMode |= om;
|
276
|
+
}
|
277
|
+
|
278
|
+
/// Add a renderable to the collection using a given pass
|
279
|
+
void addRenderable(Pass* pass, Renderable* rend);
|
280
|
+
|
281
|
+
/** Perform any sorting that is required on this collection.
|
282
|
+
@param cam The camera
|
283
|
+
*/
|
284
|
+
void sort(const Camera* cam);
|
285
|
+
|
286
|
+
/** Accept a visitor over the collection contents.
|
287
|
+
@param visitor Visitor class which should be called back
|
288
|
+
@param om The organisation mode which you want to iterate over.
|
289
|
+
Note that this must have been included in an addOrganisationMode
|
290
|
+
call before any renderables were added.
|
291
|
+
*/
|
292
|
+
void acceptVisitor(QueuedRenderableVisitor* visitor, OrganisationMode om) const;
|
293
|
+
|
294
|
+
};
|
295
|
+
|
296
|
+
/** Collection of renderables by priority.
|
297
|
+
@remarks
|
298
|
+
This class simply groups renderables for rendering. All the
|
299
|
+
renderables contained in this class are destined for the same
|
300
|
+
RenderQueueGroup (coarse groupings like those between the main
|
301
|
+
scene and overlays) and have the same priority (fine groupings
|
302
|
+
for detailed overlap control).
|
303
|
+
@par
|
304
|
+
This class can order solid renderables by a number of criteria;
|
305
|
+
it can optimise them into groups based on pass to reduce render
|
306
|
+
state changes, or can sort them by ascending or descending view
|
307
|
+
depth. Transparent objects are always ordered by descending depth.
|
308
|
+
@par
|
309
|
+
To iterate over items in the collections held by this object
|
310
|
+
you should retrieve the collection in use (e.g. solids, solids with
|
311
|
+
no shadows, transparents) and use the accept() method, providing
|
312
|
+
a class implementing QueuedRenderableVisitor.
|
313
|
+
|
314
|
+
*/
|
315
|
+
class _OgreExport RenderPriorityGroup
|
316
|
+
{
|
317
|
+
protected:
|
318
|
+
|
319
|
+
/// Parent queue group
|
320
|
+
RenderQueueGroup* mParent;
|
321
|
+
bool mSplitPassesByLightingType;
|
322
|
+
bool mSplitNoShadowPasses;
|
323
|
+
bool mShadowCastersNotReceivers;
|
324
|
+
/// Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive
|
325
|
+
QueuedRenderableCollection mSolidsBasic;
|
326
|
+
/// Solid per-light pass list, used with additive shadows
|
327
|
+
QueuedRenderableCollection mSolidsDiffuseSpecular;
|
328
|
+
/// Solid decal (texture) pass list, used with additive shadows
|
329
|
+
QueuedRenderableCollection mSolidsDecal;
|
330
|
+
/// Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes
|
331
|
+
QueuedRenderableCollection mSolidsNoShadowReceive;
|
332
|
+
/// Transparent list
|
333
|
+
QueuedRenderableCollection mTransparents;
|
334
|
+
|
335
|
+
/// remove a pass entry from all collections
|
336
|
+
void removePassEntry(Pass* p);
|
337
|
+
|
338
|
+
/// Internal method for adding a solid renderable
|
339
|
+
void addSolidRenderable(Technique* pTech, Renderable* rend, bool toNoShadowMap);
|
340
|
+
/// Internal method for adding a solid renderable
|
341
|
+
void addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend);
|
342
|
+
/// Internal method for adding a transparent renderable
|
343
|
+
void addTransparentRenderable(Technique* pTech, Renderable* rend);
|
344
|
+
|
345
|
+
public:
|
346
|
+
RenderPriorityGroup(RenderQueueGroup* parent,
|
347
|
+
bool splitPassesByLightingType,
|
348
|
+
bool splitNoShadowPasses,
|
349
|
+
bool shadowCastersNotReceivers);
|
350
|
+
|
351
|
+
~RenderPriorityGroup() { }
|
352
|
+
|
353
|
+
/** Get the collection of basic solids currently queued, this includes
|
354
|
+
all solids when there are no shadows, or all solids which have shadow
|
355
|
+
receiving enabled when using modulative shadows, or all ambient passes
|
356
|
+
of solids which have shadow receive enabled for additive shadows. */
|
357
|
+
const QueuedRenderableCollection& getSolidsBasic(void) const
|
358
|
+
{ return mSolidsBasic; }
|
359
|
+
/** Get the collection of solids currently queued per light (only applicable in
|
360
|
+
additive shadow modes). */
|
361
|
+
const QueuedRenderableCollection& getSolidsDiffuseSpecular(void) const
|
362
|
+
{ return mSolidsDiffuseSpecular; }
|
363
|
+
/** Get the collection of solids currently queued for decal passes (only
|
364
|
+
applicable in additive shadow modes). */
|
365
|
+
const QueuedRenderableCollection& getSolidsDecal(void) const
|
366
|
+
{ return mSolidsDecal; }
|
367
|
+
/** Get the collection of solids for which shadow receipt is disabled (only
|
368
|
+
applicable when shadows are enabled). */
|
369
|
+
const QueuedRenderableCollection& getSolidsNoShadowReceive(void) const
|
370
|
+
{ return mSolidsNoShadowReceive; }
|
371
|
+
/** Get the collection of transparent objects currently queued */
|
372
|
+
const QueuedRenderableCollection& getTransparents(void) const
|
373
|
+
{ return mTransparents; }
|
374
|
+
|
375
|
+
|
376
|
+
/** Reset the organisation modes required for the solids in this group.
|
377
|
+
@remarks
|
378
|
+
You can only do this when the group is empty, ie after clearing the
|
379
|
+
queue.
|
380
|
+
@see QueuedRenderableCollection::OrganisationMode
|
381
|
+
*/
|
382
|
+
void resetOrganisationModes(void);
|
383
|
+
|
384
|
+
/** Add a required sorting / grouping mode for the solids in this group.
|
385
|
+
@remarks
|
386
|
+
You can only do this when the group is empty, ie after clearing the
|
387
|
+
queue.
|
388
|
+
@see QueuedRenderableCollection::OrganisationMode
|
389
|
+
*/
|
390
|
+
void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om);
|
391
|
+
|
392
|
+
/** Set the sorting / grouping mode for the solids in this group to the default.
|
393
|
+
@remarks
|
394
|
+
You can only do this when the group is empty, ie after clearing the
|
395
|
+
queue.
|
396
|
+
@see QueuedRenderableCollection::OrganisationMode
|
397
|
+
*/
|
398
|
+
void defaultOrganisationMode(void);
|
399
|
+
|
400
|
+
/** Add a renderable to this group. */
|
401
|
+
void addRenderable(Renderable* pRend, Technique* pTech);
|
402
|
+
|
403
|
+
/** Sorts the objects which have been added to the queue; transparent objects by their
|
404
|
+
depth in relation to the passed in Camera. */
|
405
|
+
void sort(const Camera* cam);
|
406
|
+
|
407
|
+
/** Clears this group of renderables.
|
408
|
+
*/
|
409
|
+
void clear(void);
|
410
|
+
|
411
|
+
/** Sets whether or not the queue will split passes by their lighting type,
|
412
|
+
ie ambient, per-light and decal.
|
413
|
+
*/
|
414
|
+
void setSplitPassesByLightingType(bool split)
|
415
|
+
{
|
416
|
+
mSplitPassesByLightingType = split;
|
417
|
+
}
|
418
|
+
|
419
|
+
/** Sets whether or not passes which have shadow receive disabled should
|
420
|
+
be separated.
|
421
|
+
*/
|
422
|
+
void setSplitNoShadowPasses(bool split)
|
423
|
+
{
|
424
|
+
mSplitNoShadowPasses = split;
|
425
|
+
}
|
426
|
+
|
427
|
+
/** Sets whether or not objects which cast shadows should be treated as
|
428
|
+
never receiving shadows.
|
429
|
+
*/
|
430
|
+
void setShadowCastersCannotBeReceivers(bool ind)
|
431
|
+
{
|
432
|
+
mShadowCastersNotReceivers = ind;
|
433
|
+
}
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
};
|
438
|
+
|
439
|
+
|
440
|
+
/** A grouping level underneath RenderQueue which groups renderables
|
441
|
+
to be issued at coarsely the same time to the renderer.
|
442
|
+
@remarks
|
443
|
+
Each instance of this class itself hold RenderPriorityGroup instances,
|
444
|
+
which are the groupings of renderables by priority for fine control
|
445
|
+
of ordering (not required for most instances).
|
446
|
+
*/
|
447
|
+
class _OgreExport RenderQueueGroup
|
448
|
+
{
|
449
|
+
public:
|
450
|
+
typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > PriorityMap;
|
451
|
+
typedef MapIterator<PriorityMap> PriorityMapIterator;
|
452
|
+
protected:
|
453
|
+
RenderQueue* mParent;
|
454
|
+
bool mSplitPassesByLightingType;
|
455
|
+
bool mSplitNoShadowPasses;
|
456
|
+
bool mShadowCastersNotReceivers;
|
457
|
+
/// Map of RenderPriorityGroup objects
|
458
|
+
PriorityMap mPriorityGroups;
|
459
|
+
/// Whether shadows are enabled for this queue
|
460
|
+
bool mShadowsEnabled;
|
461
|
+
|
462
|
+
|
463
|
+
public:
|
464
|
+
RenderQueueGroup(RenderQueue* parent,
|
465
|
+
bool splitPassesByLightingType,
|
466
|
+
bool splitNoShadowPasses,
|
467
|
+
bool shadowCastersNotReceivers)
|
468
|
+
: mParent(parent)
|
469
|
+
, mSplitPassesByLightingType(splitPassesByLightingType)
|
470
|
+
, mSplitNoShadowPasses(splitNoShadowPasses)
|
471
|
+
, mShadowCastersNotReceivers(shadowCastersNotReceivers)
|
472
|
+
, mShadowsEnabled(true)
|
473
|
+
{
|
474
|
+
}
|
475
|
+
|
476
|
+
~RenderQueueGroup() {
|
477
|
+
// destroy contents now
|
478
|
+
PriorityMap::iterator i;
|
479
|
+
for (i = mPriorityGroups.begin(); i != mPriorityGroups.end(); ++i)
|
480
|
+
{
|
481
|
+
delete i->second;
|
482
|
+
}
|
483
|
+
}
|
484
|
+
|
485
|
+
/** Get an iterator for browsing through child contents. */
|
486
|
+
PriorityMapIterator getIterator(void)
|
487
|
+
{
|
488
|
+
return PriorityMapIterator(mPriorityGroups.begin(), mPriorityGroups.end());
|
489
|
+
}
|
490
|
+
|
491
|
+
/** Add a renderable to this group, with the given priority. */
|
492
|
+
void addRenderable(Renderable* pRend, Technique* pTech, ushort priority)
|
493
|
+
{
|
494
|
+
// Check if priority group is there
|
495
|
+
PriorityMap::iterator i = mPriorityGroups.find(priority);
|
496
|
+
RenderPriorityGroup* pPriorityGrp;
|
497
|
+
if (i == mPriorityGroups.end())
|
498
|
+
{
|
499
|
+
// Missing, create
|
500
|
+
pPriorityGrp = new RenderPriorityGroup(this,
|
501
|
+
mSplitPassesByLightingType,
|
502
|
+
mSplitNoShadowPasses,
|
503
|
+
mShadowCastersNotReceivers);
|
504
|
+
mPriorityGroups.insert(PriorityMap::value_type(priority, pPriorityGrp));
|
505
|
+
}
|
506
|
+
else
|
507
|
+
{
|
508
|
+
pPriorityGrp = i->second;
|
509
|
+
}
|
510
|
+
|
511
|
+
// Add
|
512
|
+
pPriorityGrp->addRenderable(pRend, pTech);
|
513
|
+
|
514
|
+
}
|
515
|
+
|
516
|
+
/** Clears this group of renderables.
|
517
|
+
@param destroy
|
518
|
+
If false, doesn't delete any priority groups, just empties them. Saves on
|
519
|
+
memory deallocations since the chances are rougly the same kinds of
|
520
|
+
renderables are going to be sent to the queue again next time. If
|
521
|
+
true, completely destroys.
|
522
|
+
*/
|
523
|
+
void clear(bool destroy = false)
|
524
|
+
{
|
525
|
+
PriorityMap::iterator i, iend;
|
526
|
+
iend = mPriorityGroups.end();
|
527
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
528
|
+
{
|
529
|
+
if (destroy)
|
530
|
+
delete i->second;
|
531
|
+
else
|
532
|
+
i->second->clear();
|
533
|
+
}
|
534
|
+
|
535
|
+
if (destroy)
|
536
|
+
mPriorityGroups.clear();
|
537
|
+
|
538
|
+
}
|
539
|
+
|
540
|
+
/** Indicate whether a given queue group will be doing any
|
541
|
+
shadow setup.
|
542
|
+
@remarks
|
543
|
+
This method allows you to inform the queue about a queue group, and to
|
544
|
+
indicate whether this group will require shadow processing of any sort.
|
545
|
+
In order to preserve rendering order, OGRE has to treat queue groups
|
546
|
+
as very separate elements of the scene, and this can result in it
|
547
|
+
having to duplicate shadow setup for each group. Therefore, if you
|
548
|
+
know that a group which you are using will never need shadows, you
|
549
|
+
should preregister the group using this method in order to improve
|
550
|
+
the performance.
|
551
|
+
*/
|
552
|
+
void setShadowsEnabled(bool enabled) { mShadowsEnabled = enabled; }
|
553
|
+
|
554
|
+
/** Are shadows enabled for this queue? */
|
555
|
+
bool getShadowsEnabled(void) const { return mShadowsEnabled; }
|
556
|
+
|
557
|
+
/** Sets whether or not the queue will split passes by their lighting type,
|
558
|
+
ie ambient, per-light and decal.
|
559
|
+
*/
|
560
|
+
void setSplitPassesByLightingType(bool split)
|
561
|
+
{
|
562
|
+
mSplitPassesByLightingType = split;
|
563
|
+
PriorityMap::iterator i, iend;
|
564
|
+
iend = mPriorityGroups.end();
|
565
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
566
|
+
{
|
567
|
+
i->second->setSplitPassesByLightingType(split);
|
568
|
+
}
|
569
|
+
}
|
570
|
+
/** Sets whether or not the queue will split passes which have shadow receive
|
571
|
+
turned off (in their parent material), which is needed when certain shadow
|
572
|
+
techniques are used.
|
573
|
+
*/
|
574
|
+
void setSplitNoShadowPasses(bool split)
|
575
|
+
{
|
576
|
+
mSplitNoShadowPasses = split;
|
577
|
+
PriorityMap::iterator i, iend;
|
578
|
+
iend = mPriorityGroups.end();
|
579
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
580
|
+
{
|
581
|
+
i->second->setSplitNoShadowPasses(split);
|
582
|
+
}
|
583
|
+
}
|
584
|
+
/** Sets whether or not objects which cast shadows should be treated as
|
585
|
+
never receiving shadows.
|
586
|
+
*/
|
587
|
+
void setShadowCastersCannotBeReceivers(bool ind)
|
588
|
+
{
|
589
|
+
mShadowCastersNotReceivers = ind;
|
590
|
+
PriorityMap::iterator i, iend;
|
591
|
+
iend = mPriorityGroups.end();
|
592
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
593
|
+
{
|
594
|
+
i->second->setShadowCastersCannotBeReceivers(ind);
|
595
|
+
}
|
596
|
+
}
|
597
|
+
/** Reset the organisation modes required for the solids in this group.
|
598
|
+
@remarks
|
599
|
+
You can only do this when the group is empty, ie after clearing the
|
600
|
+
queue.
|
601
|
+
@see QueuedRenderableCollection::OrganisationMode
|
602
|
+
*/
|
603
|
+
void resetOrganisationModes(void)
|
604
|
+
{
|
605
|
+
PriorityMap::iterator i, iend;
|
606
|
+
iend = mPriorityGroups.end();
|
607
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
608
|
+
{
|
609
|
+
i->second->resetOrganisationModes();
|
610
|
+
}
|
611
|
+
}
|
612
|
+
|
613
|
+
/** Add a required sorting / grouping mode for the solids in this group.
|
614
|
+
@remarks
|
615
|
+
You can only do this when the group is empty, ie after clearing the
|
616
|
+
queue.
|
617
|
+
@see QueuedRenderableCollection::OrganisationMode
|
618
|
+
*/
|
619
|
+
void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om)
|
620
|
+
{
|
621
|
+
PriorityMap::iterator i, iend;
|
622
|
+
iend = mPriorityGroups.end();
|
623
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
624
|
+
{
|
625
|
+
i->second->addOrganisationMode(om);
|
626
|
+
}
|
627
|
+
}
|
628
|
+
|
629
|
+
/** Setthe sorting / grouping mode for the solids in this group to the default.
|
630
|
+
@remarks
|
631
|
+
You can only do this when the group is empty, ie after clearing the
|
632
|
+
queue.
|
633
|
+
@see QueuedRenderableCollection::OrganisationMode
|
634
|
+
*/
|
635
|
+
void defaultOrganisationMode(void)
|
636
|
+
{
|
637
|
+
PriorityMap::iterator i, iend;
|
638
|
+
iend = mPriorityGroups.end();
|
639
|
+
for (i = mPriorityGroups.begin(); i != iend; ++i)
|
640
|
+
{
|
641
|
+
i->second->defaultOrganisationMode();
|
642
|
+
}
|
643
|
+
}
|
644
|
+
|
645
|
+
};
|
646
|
+
|
647
|
+
|
648
|
+
|
649
|
+
}
|
650
|
+
|
651
|
+
#endif
|
652
|
+
|
653
|
+
|