[1055] | 1 | #pragma once
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| 2 | #include "RenderingRun.h"
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| 3 | #include "Ogre.h"
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| 4 | #include "SpriteSet.h"
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| 5 |
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| 6 | using namespace Ogre;
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| 7 |
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| 8 | /**
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| 9 | @brief Base class of a RenderingRun in an OGRE environment.
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| 10 | */
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| 11 | class OgreRenderingRun : virtual public RenderingRun
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| 12 | {
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| 13 | public:
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| 14 | /**
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| 15 | @brief Constructor.
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| 16 |
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| 17 | @param startFrame adds an offset to the current frame number to help evenly distribute updates between frames
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| 18 | @param updateInterval photon map update frequency
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| 19 | */
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| 20 | OgreRenderingRun(unsigned long startFrame,
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| 21 | unsigned long updateInterval)
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| 22 | :RenderingRun(startFrame, updateInterval)
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| 23 | {
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| 24 | pixelSprites = 0;
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| 25 | }
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| 26 | /**
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| 27 | @brief Conversion to OgreRenderRun.
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| 28 |
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| 29 | This function is needed because of virtual inheritance.
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| 30 | */
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| 31 | OgreRenderingRun* asOgreRenderingRun(){return this;}
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| 32 |
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| 33 | protected:
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| 34 |
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| 35 | /**
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| 36 | @brief map of Renderables which will be rendered with a given material
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| 37 |
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| 38 | The String stores the original material name that will be restored after rendering.
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| 39 |
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| 40 | @see setMaterialForVisibles
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| 41 | @see setMaterialForRenderables
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| 42 | @see restoreMaterials
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| 43 | */
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| 44 | std::map<Renderable*, String> visibleObjects;
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| 45 | /**
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| 46 | @brief fulls screen quad plane used in full screen quad rendering
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| 47 |
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| 48 | @see renderFullscreenQuad
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| 49 | */
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| 50 | static MovablePlane* fullScreenQuad;
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| 51 | /**
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| 52 | @brief fulls screen quad Entity used in full screen quad rendering
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| 53 |
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| 54 | @see renderFullscreenQuad
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| 55 | */
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| 56 | static Entity* fullScreenQuadEntity;
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| 57 | /**
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| 58 | @brief fulls screen quad SceneNode used in full screen quad rendering
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| 59 |
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| 60 | @see renderFullscreenQuad
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| 61 | */
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| 62 | static SceneNode* fullScreenQuadNode;
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| 63 | /**
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| 64 | @brief SpriteSet used in pixel sprite rendering
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| 65 |
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| 66 | @see renderPixelSprites
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| 67 | */
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| 68 | SpriteSet* pixelSprites;
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| 69 | /**
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| 70 | @brief unique name of the SpriteSet used in pixel sprite rendering
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| 71 |
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| 72 | @see renderPixelSprites
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| 73 | */
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| 74 | String spriteSetName;
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| 75 |
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| 76 | /**
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| 77 | @brief Returns a direction for a cubemap face id.
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| 78 |
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| 79 | This is a helper function to retrieve the normal direction of a given
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| 80 | cubemap face.
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| 81 |
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| 82 | @param faceId the number of the face
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| 83 | */
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| 84 | Vector3 getCubeMapFaceDirection(unsigned char faceId);
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| 85 | /**
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| 86 | @brief Creates a cubemap texture.
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| 87 |
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| 88 | This is a helper function to easily create a cubemap texture and automaticly attach
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| 89 | viewports to each face so it can be used as a rendertarget.
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| 90 |
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| 91 | @param name the name of the texture to be created
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| 92 | @param position the initial position of the cubemap
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| 93 | @param resolution the resolution of one cubemapface
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| 94 | @param format the pixel format of the cubemap
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| 95 | @param numMips the number of mipmap levels
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| 96 | @param clearColor initial color
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| 97 | */
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| 98 | Texture* createCubeRenderTexture(String name, const Vector3 position, unsigned int resolution = 512, PixelFormat format = PF_FLOAT16_RGBA, int numMips = 0, ColourValue clearColor = ColourValue::Black);
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| 99 | /**
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| 100 | @brief Sets the given material for each Renderable in a RenderQueue.
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| 101 |
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| 102 | This is a helper function to set a material to each element of a previously filled Renderque.
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| 103 | The orginal material of the Renderables are stored so they can be restored later.
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| 104 | The function also tells the current SceneManager not to search for visible objects, as we are
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| 105 | going to use the given RenderQueue during the next rendering.
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| 106 |
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| 107 | @param materialName the name of the material to set for the Renderables
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| 108 | @param rq pointer to the filled Renderqueue instance to set material for
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| 109 | */
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| 110 | void setMaterialForRenderables(String& materialName, RenderQueue* rq);
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| 111 | /**
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| 112 | @brief Sets the given material for each Renderable visible from a given camera.
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| 113 |
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| 114 | This helper function is similar to setMaterialForRenderables but it is also responsible for filling the RenderQueue.
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| 115 | First the RenderQueue of the current SceneManager fill be filled with the visible objects seen from the given camera.
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| 116 | Then the required material will be set for each element of the RenderQueue.
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| 117 | The orginal material of the Renderables are stored so they can be restored later.
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| 118 | The function also tells the current SceneManager not to search for visible objects, as we are
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| 119 | going to use the filled RenderQueue during the next rendering.
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| 120 |
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| 121 | @param materialName the name of the material to set for the Renderables
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| 122 | @param cam pointer to the camera from which visible objects should be searched
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| 123 | @param shadowcastersonly flag to search for only shadow casters
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| 124 | */
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| 125 | void setMaterialForVisibles(String& materialName, Camera* cam, bool shadowcastersonly = false);
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| 126 | /**
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| 127 | @brief Restores previously stored materials.
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| 128 |
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| 129 | This helper function is typically used after a setMaterialForRenderables or setMaterialForVisibles
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| 130 | call and a rendering process to restore the original material settings.
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| 131 | The function also tells the current SceneManager to search for visible objects, as this is the
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| 132 | default behaviour of SceneManager.
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| 133 | */
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| 134 | void restoreMaterials();
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| 135 | /**
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| 136 | @brief Renderes a full screen quad on a given RendderTarget with a given material.
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| 137 |
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| 138 | @param materialName the name of the material bind to the quad
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| 139 | @param target the RenderTarget the quad should be rendered on
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| 140 | */
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| 141 | void renderFullscreenQuad(String materialName, RenderTarget* target);
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| 142 | /**
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| 143 | @brief Renderes sprites to pixels of the screen on a given RendderTarget with a given material.
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| 144 |
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| 145 | Pixel sprites are pixel sized quads, placed on each pixel of the RenderTarget.
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| 146 | The number of sprites not necessary corresponds to the resolution of the rendertarget.
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| 147 | The pixel quads will evenly fill the rendertarget's area with sizes corresponding to the given resolution.
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| 148 | We can render fewer or more pixel quads than the number of pixels the rendertarget has (eg.: in case of caustic cubemap generation).
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| 149 |
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| 150 | @param materialName the name of the material bind to the pixel sprites
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| 151 | @param rt the RenderTarget the quads should be rendered on
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| 152 | @param width the desired resolution width of the sprites
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| 153 | @param height the desired resolution height of the sprites
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| 154 | */
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| 155 | void renderPixelSprites(String& materialName, RenderTarget* rt, int width, int height);
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| 156 |
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| 157 | };
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