Revision 2221,
1.2 KB
checked in by plemenos, 18 years ago
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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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