shattered_ogrerb 0.5.0.1

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  1. data/lib/shattered_ogrerb.rb +17 -0
  2. data/lib/shattered_ogrerb/base.rb +28 -0
  3. data/lib/shattered_ogrerb/camera.rb +6 -0
  4. data/lib/shattered_ogrerb/key_manager.rb +54 -0
  5. data/lib/shattered_ogrerb/light.rb +5 -0
  6. data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
  7. data/lib/shattered_ogrerb/rmaterial.rb +86 -0
  8. data/lib/shattered_ogrerb/vector.rb +211 -0
  9. data/vendor/Ogre/OIS.dll +0 -0
  10. data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
  11. data/vendor/Ogre/OgreMain.dll +0 -0
  12. data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
  13. data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
  14. data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
  15. data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
  16. data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
  17. data/vendor/Ogre/RenderSystem_GL.dll +0 -0
  18. data/vendor/Ogre/cg.dll +0 -0
  19. data/vendor/Ogre/plugins.cfg +9 -0
  20. data/vendor/ogrerb/MIT_LICENCE +19 -0
  21. data/vendor/ogrerb/README +79 -0
  22. data/vendor/ogrerb/Rakefile +220 -0
  23. data/vendor/ogrerb/build/navi/extconf.rb +53 -0
  24. data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
  25. data/vendor/ogrerb/build/ois/extconf.rb +48 -0
  26. data/vendor/ogrerb/doc_src/ogre.rb +152 -0
  27. data/vendor/ogrerb/doc_src/ois.rb +67 -0
  28. data/vendor/ogrerb/lib/constants.rb +35 -0
  29. data/vendor/ogrerb/lib/ogre.dll +0 -0
  30. data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
  31. data/vendor/ogrerb/navi/Navi.i +5 -0
  32. data/vendor/ogrerb/navi/NaviData.i +18 -0
  33. data/vendor/ogrerb/navi/NaviManager.i +5 -0
  34. data/vendor/ogrerb/navi/NaviProxies.i +7 -0
  35. data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
  36. data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
  37. data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
  38. data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
  39. data/vendor/ogrerb/navi/navi_rb.i +53 -0
  40. data/vendor/ogrerb/navi/std_multimap.i +581 -0
  41. data/vendor/ogrerb/ogre.rb +23 -0
  42. data/vendor/ogrerb/ogre/Application.i +59 -0
  43. data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
  44. data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
  45. data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
  46. data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
  47. data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
  48. data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
  49. data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
  50. data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
  51. data/vendor/ogrerb/ogre/OgreAny.i +5 -0
  52. data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
  53. data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
  54. data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
  55. data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
  56. data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
  57. data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
  58. data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
  59. data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
  60. data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
  61. data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
  62. data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
  63. data/vendor/ogrerb/ogre/OgreBone.i +5 -0
  64. data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
  65. data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
  66. data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
  67. data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
  68. data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
  69. data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
  70. data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
  71. data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
  72. data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
  73. data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
  74. data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
  75. data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
  76. data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
  77. data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
  78. data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
  79. data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
  80. data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
  81. data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
  82. data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
  83. data/vendor/ogrerb/ogre/OgreController.i +5 -0
  84. data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
  85. data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
  86. data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
  87. data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
  88. data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
  89. data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
  90. data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
  91. data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
  92. data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
  93. data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
  94. data/vendor/ogrerb/ogre/OgreException.i +5 -0
  95. data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
  96. data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
  97. data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
  98. data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
  99. data/vendor/ogrerb/ogre/OgreFont.i +5 -0
  100. data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
  101. data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
  102. data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
  103. data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
  104. data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
  105. data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
  106. data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
  107. data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
  108. data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
  109. data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
  110. data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
  111. data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
  112. data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
  113. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
  114. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
  115. data/vendor/ogrerb/ogre/OgreImage.i +5 -0
  116. data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
  117. data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
  118. data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
  119. data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
  120. data/vendor/ogrerb/ogre/OgreLight.i +5 -0
  121. data/vendor/ogrerb/ogre/OgreLog.i +5 -0
  122. data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
  123. data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
  124. data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
  125. data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
  126. data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
  127. data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
  128. data/vendor/ogrerb/ogre/OgreMath.i +48 -0
  129. data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
  130. data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
  131. data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
  132. data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
  133. data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
  134. data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
  135. data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
  136. data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
  137. data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
  138. data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
  139. data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
  140. data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
  141. data/vendor/ogrerb/ogre/OgreNode.i +11 -0
  142. data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
  143. data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
  144. data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
  145. data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
  146. data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
  147. data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
  148. data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
  149. data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
  150. data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
  151. data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
  152. data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
  153. data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
  154. data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
  155. data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
  156. data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
  157. data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
  158. data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
  159. data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
  160. data/vendor/ogrerb/ogre/OgrePass.i +10 -0
  161. data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
  162. data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
  163. data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
  164. data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
  165. data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
  166. data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
  167. data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
  168. data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
  169. data/vendor/ogrerb/ogre/OgrePose.i +5 -0
  170. data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
  171. data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
  172. data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
  173. data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
  174. data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
  175. data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
  176. data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
  177. data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
  178. data/vendor/ogrerb/ogre/OgreRay.i +5 -0
  179. data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
  180. data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
  181. data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
  182. data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
  183. data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
  184. data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
  185. data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
  186. data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
  187. data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
  188. data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
  189. data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
  190. data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
  191. data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
  192. data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
  193. data/vendor/ogrerb/ogre/OgreResource.i +68 -0
  194. data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
  195. data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
  196. data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
  197. data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
  198. data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
  199. data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
  200. data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
  201. data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
  202. data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
  203. data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
  204. data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
  205. data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
  206. data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
  207. data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
  208. data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
  209. data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
  210. data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
  211. data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
  212. data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
  213. data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
  214. data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
  215. data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
  216. data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
  217. data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
  218. data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
  219. data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
  220. data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
  221. data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
  222. data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
  223. data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
  224. data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
  225. data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
  226. data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
  227. data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
  228. data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
  229. data/vendor/ogrerb/ogre/OgreString.i +5 -0
  230. data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
  231. data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
  232. data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
  233. data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
  234. data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
  235. data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
  236. data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
  237. data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
  238. data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
  239. data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
  240. data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
  241. data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
  242. data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
  243. data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
  244. data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
  245. data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
  246. data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
  247. data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
  248. data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
  249. data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
  250. data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
  251. data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
  252. data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
  253. data/vendor/ogrerb/ogre/OgreZip.i +5 -0
  254. data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
  255. data/vendor/ogrerb/ogre/std_multimap.i +581 -0
  256. data/vendor/ogrerb/ois/OISProxies.i +9 -0
  257. data/vendor/ogrerb/ois/OISRenames.i +11 -0
  258. data/vendor/ogrerb/ois/ois.i +135 -0
  259. data/vendor/ogrerb/ois/std_multimap.i +581 -0
  260. data/vendor/ogrerb/platform.rb +23 -0
  261. data/vendor/ogrerb/samples/application.rb +146 -0
  262. data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
  263. data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
  264. data/vendor/ogrerb/samples/bsp.rb +74 -0
  265. data/vendor/ogrerb/samples/cg.dll +0 -0
  266. data/vendor/ogrerb/samples/js3250.dll +0 -0
  267. data/vendor/ogrerb/samples/lighting.rb +136 -0
  268. data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
  269. data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
  270. data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
  271. data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
  272. data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
  273. data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
  274. data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
  275. data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
  276. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
  277. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
  278. data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
  279. data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
  280. data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
  281. data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
  282. data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
  283. data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
  284. data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
  285. data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
  286. data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
  287. data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
  288. data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
  289. data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
  290. data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
  291. data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
  292. data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
  293. data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
  294. data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
  295. data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
  296. data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
  297. data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
  298. data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
  299. data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
  300. data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
  301. data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
  302. data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
  303. data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
  304. data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
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  835. data/vendor/ogrerb/src_headers/OGRE/OgreSkeletonManager.h +98 -0
  836. data/vendor/ogrerb/src_headers/OGRE/OgreSkeletonSerializer.h +117 -0
  837. data/vendor/ogrerb/src_headers/OGRE/OgreSphere.h +101 -0
  838. data/vendor/ogrerb/src_headers/OGRE/OgreSpotShadowFadePng.h +648 -0
  839. data/vendor/ogrerb/src_headers/OGRE/OgreStableHeaders.h +80 -0
  840. data/vendor/ogrerb/src_headers/OGRE/OgreStaticFaceGroup.h +134 -0
  841. data/vendor/ogrerb/src_headers/OGRE/OgreStaticGeometry.h +748 -0
  842. data/vendor/ogrerb/src_headers/OGRE/OgreStdHeaders.h +102 -0
  843. data/vendor/ogrerb/src_headers/OGRE/OgreString.h +149 -0
  844. data/vendor/ogrerb/src_headers/OGRE/OgreStringConverter.h +246 -0
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  846. data/vendor/ogrerb/src_headers/OGRE/OgreStringVector.h +45 -0
  847. data/vendor/ogrerb/src_headers/OGRE/OgreSubEntity.h +230 -0
  848. data/vendor/ogrerb/src_headers/OGRE/OgreSubMesh.h +267 -0
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  850. data/vendor/ogrerb/src_headers/OGRE/OgreTechnique.h +488 -0
  851. data/vendor/ogrerb/src_headers/OGRE/OgreTextAreaOverlayElement.h +247 -0
  852. data/vendor/ogrerb/src_headers/OGRE/OgreTexture.h +414 -0
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  858. data/vendor/ogrerb/src_headers/OGRE/OgreUserDefinedObject.h +93 -0
  859. data/vendor/ogrerb/src_headers/OGRE/OgreVector2.h +532 -0
  860. data/vendor/ogrerb/src_headers/OGRE/OgreVector3.h +768 -0
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  867. data/vendor/ogrerb/src_headers/OGRE/OgreZip.h +136 -0
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  869. data/vendor/ogrerb/src_headers/OIS/OIS.h +38 -0
  870. data/vendor/ogrerb/src_headers/OIS/OISConfig.h +49 -0
  871. data/vendor/ogrerb/src_headers/OIS/OISEffect.h +254 -0
  872. data/vendor/ogrerb/src_headers/OIS/OISEvents.h +43 -0
  873. data/vendor/ogrerb/src_headers/OIS/OISException.h +70 -0
  874. data/vendor/ogrerb/src_headers/OIS/OISForceFeedback.h +102 -0
  875. data/vendor/ogrerb/src_headers/OIS/OISInputManager.h +127 -0
  876. data/vendor/ogrerb/src_headers/OIS/OISInterface.h +47 -0
  877. data/vendor/ogrerb/src_headers/OIS/OISJoyStick.h +179 -0
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  879. data/vendor/ogrerb/src_headers/OIS/OISMouse.h +135 -0
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  883. data/vendor/ogrerb/src_headers/navi/NaviData.h +145 -0
  884. data/vendor/ogrerb/src_headers/navi/NaviEventListener.h +56 -0
  885. data/vendor/ogrerb/src_headers/navi/NaviManager.h +439 -0
  886. data/vendor/ogrerb/src_headers/navi/llmozlib.h +222 -0
  887. data/vendor/ogrerb/src_headers/wrappers/Application.h +61 -0
  888. data/vendor/ogrerb/src_headers/wrappers/ApplicationFrameListener.h +43 -0
  889. data/vendor/ogrerb/src_headers/wrappers/NaviProxies.h +15 -0
  890. data/vendor/ogrerb/src_headers/wrappers/OISProxies.h +58 -0
  891. data/vendor/ogrerb/src_headers/wrappers/OgreProxies.h +98 -0
  892. data/vendor/ogrerb/website/contact.html +43 -0
  893. data/vendor/ogrerb/website/docs.html +92 -0
  894. data/vendor/ogrerb/website/get.html +60 -0
  895. data/vendor/ogrerb/website/images/Thumbs.db +0 -0
  896. data/vendor/ogrerb/website/images/header.png +0 -0
  897. data/vendor/ogrerb/website/images/header.xcf +0 -0
  898. data/vendor/ogrerb/website/images/ogre3d.gif +0 -0
  899. data/vendor/ogrerb/website/images/redogrehead.png +0 -0
  900. data/vendor/ogrerb/website/images/ruby.png +0 -0
  901. data/vendor/ogrerb/website/images/sample.png +0 -0
  902. data/vendor/ogrerb/website/index.html +80 -0
  903. data/vendor/ogrerb/website/javascripts/prototype.js +3271 -0
  904. data/vendor/ogrerb/website/stylesheets/main.css +96 -0
  905. metadata +997 -0
@@ -0,0 +1,218 @@
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) 2000-2005 The OGRE Team
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 __RenderQueueInvocation_H__
30
+ #define __RenderQueueInvocation_H__
31
+
32
+ #include "OgrePrerequisites.h"
33
+ #include "OgreRenderQueueSortingGrouping.h"
34
+ #include "OgreIteratorWrappers.h"
35
+
36
+ namespace Ogre {
37
+
38
+ /** Class representing the invocation of queue groups in a RenderQueue.
39
+ @remarks
40
+ The default behaviour for OGRE's render queue is to render each queue
41
+ group in turn, dealing with shadows automatically, and rendering solids
42
+ in grouped passes, followed by transparent objects in descending order.
43
+ This class, together with RenderQueueInvocationSequence and the ability
44
+ to associate one with a Viewport, allows you to change that behaviour
45
+ and render queue groups in arbitrary sequence, repeatedly, and to skip
46
+ shadows, change the ordering of solids, or even prevent OGRE controlling
47
+ the render state during a particular invocation for special effects.
48
+ @par
49
+ Note that whilst you can change the ordering of rendering solids, you
50
+ can't change the ordering on transparent objects, since to do this would
51
+ cause them to render incorrectly.
52
+ @par
53
+ As well as using this class directly and using the options it provides you
54
+ with, you can also provide subclasses of it to a
55
+ RenderQueueInvocationSequence instance if you want to gain ultimate control.
56
+ @note
57
+ Invocations will be skipped if there are scene-level options preventing
58
+ them being rendered - for example special-case render queues and
59
+ render queue listeners that dictate this.
60
+ */
61
+ class _OgreExport RenderQueueInvocation
62
+ {
63
+ protected:
64
+ /// Target queue group
65
+ uint8 mRenderQueueGroupID;
66
+ /// Invocation identifier - used in listeners
67
+ String mInvocationName;
68
+ /// Solids ordering mode
69
+ QueuedRenderableCollection::OrganisationMode mSolidsOrganisation;
70
+ /// Suppress shadows processing in this invocation?
71
+ bool mSuppressShadows;
72
+ /// Suppress OGRE's render state management?
73
+ bool mSuppressRenderStateChanges;
74
+ public:
75
+ /** Constructor
76
+ @param renderQueueGroupID ID of the queue this will target
77
+ @param invocationName Optional name to uniquely identify this
78
+ invocation from others in a RenderQueueListener
79
+ */
80
+ RenderQueueInvocation(uint8 renderQueueGroupID,
81
+ const String& invocationName = StringUtil::BLANK);
82
+ virtual ~RenderQueueInvocation();
83
+
84
+ /// Get the render queue group id
85
+ virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; }
86
+
87
+ /// Get the invocation name (may be blank if not set by creator)
88
+ virtual const String& getInvocationName(void) const { return mInvocationName; }
89
+
90
+ /** Set the organisation mode being used for solids in this queue group
91
+ invocation.
92
+ */
93
+ virtual void setSolidsOrganisation(
94
+ QueuedRenderableCollection::OrganisationMode org)
95
+ { mSolidsOrganisation = org; }
96
+
97
+ /** Get the organisation mode being used for solids in this queue group
98
+ invocation.
99
+ */
100
+ virtual QueuedRenderableCollection::OrganisationMode
101
+ getSolidsOrganisation(void) const { return mSolidsOrganisation; }
102
+
103
+ /** Sets whether shadows are suppressed when invoking this queue.
104
+ @remarks
105
+ When doing effects you often will want to suppress shadow processing
106
+ if shadows will already have been done by a previous render.
107
+ */
108
+ virtual void setSuppressShadows(bool suppress)
109
+ { mSuppressShadows = suppress; }
110
+
111
+ /** Gets whether shadows are suppressed when invoking this queue.
112
+ */
113
+ virtual bool getSuppressShadows(void) const { return mSuppressShadows; }
114
+
115
+ /** Sets whether render state changes are suppressed when invoking this queue.
116
+ @remarks
117
+ When doing special effects you may want to set up render state yourself
118
+ and have it apply for the entire rendering of a queue. In that case,
119
+ you should call this method with a parameter of 'true', and use a
120
+ RenderQueueListener to set the render state directly on RenderSystem
121
+ yourself before the invocation.
122
+ @par
123
+ Suppressing render state changes is only intended for advanced use,
124
+ don't use it if you're unsure of the effect. The only RenderSystem
125
+ calls made are to set the world matrix for each object (note -
126
+ view an projection matrices are NOT SET - they are under your control)
127
+ and to render the object; it is up to the caller to do everything else,
128
+ including enabling any vertex / fragment programs and updating their
129
+ parameter state, and binding parameters to the RenderSystem.
130
+ We advise you use a RenderQueueListener in order to get a notification
131
+ when this invocation is going to happen (use an invocation name to
132
+ identify it if you like), at which point you can set the state you
133
+ need to apply before the objects are rendered.
134
+ */
135
+ virtual void setSuppressRenderStateChanges(bool suppress)
136
+ { mSuppressRenderStateChanges = suppress; }
137
+
138
+ /** Gets whether shadows are suppressed when invoking this queue.
139
+ */
140
+ virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; }
141
+
142
+ /** Invoke this class on a concrete queue group.
143
+ @remarks
144
+ Implementation will send the queue group to the target scene manager
145
+ after doing what it needs to do.
146
+ */
147
+ virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager);
148
+
149
+ /// Invocation identifier for shadows
150
+ static String RENDER_QUEUE_INVOCATION_SHADOWS;
151
+ };
152
+
153
+
154
+ /// List of RenderQueueInvocations
155
+ typedef std::vector<RenderQueueInvocation*> RenderQueueInvocationList;
156
+ typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator;
157
+
158
+ /** Class to hold a linear sequence of RenderQueueInvocation objects.
159
+ @remarks
160
+ This is just a simple data holder class which contains a list of
161
+ RenderQueueInvocation objects representing the sequence of invocations
162
+ made for a viewport. It's only real purpose is to ensure that
163
+ RenderQueueInvocation instances are deleted on shudown, since you can
164
+ provide your own subclass instances on RenderQueueInvocation. Remember
165
+ that any invocation instances you give to this class will be deleted
166
+ by it when it is cleared / destroyed.
167
+ */
168
+ class _OgreExport RenderQueueInvocationSequence
169
+ {
170
+ protected:
171
+ String mName;
172
+ RenderQueueInvocationList mInvocations;
173
+ public:
174
+ RenderQueueInvocationSequence(const String& name);
175
+ virtual ~RenderQueueInvocationSequence();
176
+
177
+ /** Get the name of this sequence. */
178
+ const String& getName(void) const { return mName; }
179
+
180
+ /** Add a standard invocation to the sequence.
181
+ @param renderQueueGroupID The ID of the render queue group
182
+ @param invocationName Optional name to identify the invocation, useful
183
+ for listeners if a single queue group is invoked more than once
184
+ @returns A new RenderQueueInvocatin instance which you may customise
185
+ */
186
+ RenderQueueInvocation* add(uint8 renderQueueGroupID,
187
+ const String& invocationName);
188
+
189
+ /** Add a custom invocation to the sequence.
190
+ @remarks
191
+ Use this to add your own custom subclasses of RenderQueueInvocation
192
+ to the sequence; just remember that this class takes ownership of
193
+ deleting this pointer when it is cleared / destroyed.
194
+ */
195
+ void add(RenderQueueInvocation* i);
196
+
197
+ /** Get the number of invocations in this sequence. */
198
+ size_t size(void) const { return mInvocations.size(); }
199
+
200
+ /** Clear and delete all invocations in this sequence. */
201
+ void clear(void);
202
+
203
+ /** Gets the details of an invocation at a given index. */
204
+ RenderQueueInvocation* get(size_t index);
205
+
206
+ /** Removes (and deletes) an invocation by index. */
207
+ void remove(size_t index);
208
+
209
+ /** Get an iterator over the invocations. */
210
+ RenderQueueInvocationIterator iterator(void);
211
+
212
+
213
+ };
214
+
215
+ }
216
+
217
+ #endif
218
+
@@ -0,0 +1,89 @@
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 __RenderQueueListener_H__
30
+ #define __RenderQueueListener_H__
31
+
32
+ #include "OgrePrerequisites.h"
33
+ #include "OgreRenderQueue.h"
34
+
35
+ namespace Ogre {
36
+
37
+ /** Abstract interface which classes must implement if they wish to receive
38
+ events from the render queue.
39
+ @remarks
40
+ The OGRE render queue is divided into several queue groups, as defined by
41
+ uint8. A class may implement this interface, and register itself
42
+ as a listener by calling SceneManager::addRenderQueueListener. After doing so,
43
+ the class will receive an event before and after each queue group is sent to
44
+ the rendering system.
45
+ @par
46
+ The event listeners have an option to make a queue either be skipped, or to repeat.
47
+ Note that if multiple listeners are registered, the one registered last has the final
48
+ say, although options set by previous listeners will not be changed if the latest
49
+ does not express a preference.
50
+ */
51
+ class _OgreExport RenderQueueListener
52
+ {
53
+ public:
54
+ virtual ~RenderQueueListener() {}
55
+ /** Event raised before a queue group is rendered.
56
+ @remarks
57
+ This method is called by the SceneManager before each queue group is
58
+ rendered.
59
+ @param queueGroupId The id of the queue group which is about to be rendered
60
+ @param invocation Name of the invocation which is causing this to be
61
+ called (@see RenderQueueInvocation)
62
+ @param skipThisInvocation A boolean passed by reference which is by default set to
63
+ false. If the event sets this to true, the queue will be skipped and not
64
+ rendered. Note that in this case the renderQueueEnded event will not be raised
65
+ for this queue group.
66
+ */
67
+ virtual void renderQueueStarted(uint8 queueGroupId, const String& invocation,
68
+ bool& skipThisInvocation) = 0;
69
+
70
+ /** Event raised after a queue group is rendered.
71
+ @remarks
72
+ This method is called by the SceneManager after each queue group is
73
+ rendered.
74
+ @param queueGroupId The id of the queue group which has just been rendered
75
+ @param invocation Name of the invocation which is causing this to be
76
+ called (@see RenderQueueInvocation)
77
+ @param repeatThisInvocation A boolean passed by reference which is by default set to
78
+ false. If the event sets this to true, the queue which has just been
79
+ rendered will be repeated, and the renderQueueStarted and renderQueueEnded
80
+ events will also be fired for it again.
81
+ */
82
+ virtual void renderQueueEnded(uint8 queueGroupId, const String& invocation,
83
+ bool& repeatThisInvocation) = 0;
84
+ };
85
+
86
+ }
87
+
88
+ #endif
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) {}
54
+ };
55
+
56
+
57
+ /** Visitor interface for items in a QueuedRenderableCollection.
58
+ @remarks
59
+ Those wishing to iterate over the items in a
60
+ QueuedRenderableCollection should implement this visitor pattern,
61
+ since internal organisation of the collection depends on the
62
+ sorting method in use.
63
+ */
64
+ class _OgreExport QueuedRenderableVisitor
65
+ {
66
+ public:
67
+ QueuedRenderableVisitor() {}
68
+ virtual ~QueuedRenderableVisitor() {}
69
+
70
+ /** Called when visiting a RenderablePass, ie items in a
71
+ sorted collection where items are not grouped by pass.
72
+ @remarks
73
+ If this is called, neither of the other 2 visit methods
74
+ will be called.
75
+ */
76
+ virtual void visit(const RenderablePass* rp) = 0;
77
+
78
+ /* When visiting a collection grouped by pass, this is
79
+ called when the grouping pass changes.
80
+ @remarks
81
+ If this method is called, the RenderablePass visit
82
+ method will not be called for this collection. The
83
+ Renderable visit method will be called for each item
84
+ underneath the pass grouping level.
85
+ @returns True to continue, false to skip the Renderables underneath
86
+ */
87
+ virtual bool visit(const Pass* p) = 0;
88
+ /** Visit method called once per Renderable on a grouped
89
+ collection.
90
+ @remarks
91
+ If this method is called, the RenderablePass visit
92
+ method will not be called for this collection.
93
+ */
94
+ virtual void visit(const Renderable* r) = 0;
95
+
96
+
97
+ };
98
+
99
+ /** Lowest level collection of renderables.
100
+ @remarks
101
+ To iterate over items in this collection, you must call
102
+ the accept method and supply a QueuedRenderableVisitor.
103
+ The order of the iteration, and whether that iteration is
104
+ 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
106
+ Renderable underneath.
107
+ */
108
+ class _OgreExport QueuedRenderableCollection
109
+ {
110
+ public:
111
+ /** Organisation modes required for this collection.
112
+ @remarks
113
+ This affects the internal placement of the items added to this collection;
114
+ if only one type of sorting / grouping is to be required, then renderables
115
+ can be stored only once, whilst if multiple types are going to be needed
116
+ then internally there will be multiple organisations. Changing the organisation
117
+ needs to be done when the collection is empty.
118
+ */
119
+ enum OrganisationMode
120
+ {
121
+ /// Group by pass
122
+ OM_PASS_GROUP = 1,
123
+ /// Sort descending camera distance
124
+ OM_SORT_DESCENDING = 2,
125
+ /** Sort ascending camera distance
126
+ Note value overlaps with descending since both use same sort
127
+ */
128
+ OM_SORT_ASCENDING = 6
129
+ };
130
+
131
+ protected:
132
+ /// Comparator to order pass groups
133
+ struct PassGroupLess
134
+ {
135
+ 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
+