Revision 2221,
1.2 KB
checked in by plemenos, 17 years ago
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[2221] | 1 | |
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| 2 | /////////////////////////////////////////////////////////////////////////// |
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| 3 | // |
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| 4 | // Realistic rain real-time simulation program |
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| 5 | // |
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| 6 | // Pierre Rousseau |
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| 7 | // |
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| 8 | /////////////////////////////////////////////////////////////////////////// |
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| 9 | // |
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| 10 | // Texture cameras handling |
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| 11 | // |
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| 12 | /////////////////////////////////////////////////////////////////////////// |
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| 13 | |
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| 14 | |
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| 15 | |
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| 16 | #ifndef __RAIN_TEXTURE_FRAME_LISTENER__ |
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| 17 | #define __RAIN_TEXTURE_FRAME_LISTENER__ |
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| 18 | |
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| 19 | |
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| 20 | #include "CommonRain.h" |
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| 21 | #include "OgreRenderTargetListener.h" |
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| 22 | #include "ExampleApplication.h" |
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| 23 | |
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| 24 | |
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| 25 | |
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| 26 | /** TextureFrameListener class |
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| 27 | * enables us not to see the particle systems in the textures we capture to texture our particles |
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| 28 | */ |
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| 29 | class TextureFrameListener : public Ogre::RenderTargetListener |
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| 30 | { |
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| 31 | private : |
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| 32 | SceneManager* mSceneMgr; |
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| 33 | |
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| 34 | public: |
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| 35 | /** constructor used when rain is rendered with a particle system */ |
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| 36 | TextureFrameListener(SceneManager* SceneMgr); |
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| 37 | |
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| 38 | /** pre-render operations, hides the rain system, so it is not seen in the captured texture */ |
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| 39 | void preRenderTargetUpdate (const Ogre::RenderTargetEvent &evt); |
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| 40 | |
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| 41 | /** post-render operations, shows the hidden rain system */ |
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| 42 | void postRenderTargetUpdate (const Ogre::RenderTargetEvent &evt); |
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| 43 | }; |
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| 44 | |
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| 45 | |
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| 46 | #endif //__RAIN_TEXTURE_FRAME_LISTENER__ |
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| 47 | |
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