source: GTP/trunk/Lib/Illum/IllumModule/OgreIllumModule/include/OgreRenderingRun.h @ 1342

Revision 1342, 6.1 KB checked in by szirmay, 18 years ago (diff)
Line 
1#pragma once
2#include "RenderingRun.h"
3#include "Ogre.h"
4#include "SpriteSet.h"
5
6using namespace Ogre;
7
8/**
9        @brief Base class of a RenderingRun in an OGRE environment.     
10*/
11class OgreRenderingRun : virtual public RenderingRun
12{       
13public:
14        /**
15                @brief Constructor.
16               
17                @param startFrame                       adds an offset to the current frame number to help evenly distribute updates between frames
18                @param updateInterval           photon map update frequency             
19        */
20        OgreRenderingRun(unsigned long startFrame,
21                                        unsigned long updateInterval)
22                                                :RenderingRun(startFrame, updateInterval)
23        {
24                pixelSprites = 0;
25        }
26        /**
27                @brief Conversion to OgreRenderRun.
28
29                This function is needed because of virtual inheritance.
30        */
31        OgreRenderingRun* asOgreRenderingRun(){return this;}
32
33        virtual bool canJoin(OgreRenderingRun* run){return true;}
34
35protected:
36
37        /**
38                @brief map of Renderables which will be rendered with a given material
39
40                The String stores the original material name that will be restored after rendering.
41
42                @see setMaterialForVisibles
43                @see setMaterialForRenderables
44                @see restoreMaterials
45        */
46        std::map<Renderable*, String> visibleObjects;
47        /**
48                @brief fulls screen quad plane used in full screen quad rendering
49
50                @see renderFullscreenQuad
51        */
52        static MovablePlane* fullScreenQuad;
53        /**
54                @brief fulls screen quad Entity used in full screen quad rendering
55
56                @see renderFullscreenQuad
57        */
58        static Entity* fullScreenQuadEntity;
59        /**
60                @brief fulls screen quad SceneNode used in full screen quad rendering
61
62                @see renderFullscreenQuad
63        */
64        static SceneNode* fullScreenQuadNode;
65        /**
66                @brief SpriteSet used in pixel sprite rendering
67
68                @see renderPixelSprites
69        */
70        BillboardSet* pixelSprites;
71        /**
72                @brief Entity used in fullscreen grid rendering
73
74                @see renderPixelGrid
75        */
76        Entity* fullscreenGrid;
77        /**
78                @brief unique name of the SpriteSet used in pixel sprite rendering
79
80                @see renderPixelSprites
81        */
82        String spriteSetName;
83
84        /**
85                @brief Returns a direction for a cubemap face id.
86
87                This is a helper function to retrieve the normal direction of a given
88                cubemap face.
89
90                @param faceId the number of the face
91        */
92        Vector3 getCubeMapFaceDirection(unsigned char faceId);
93        /**
94                @brief Creates a cubemap texture.
95
96                This is a helper function to easily create a cubemap texture and automaticly attach
97                viewports to each face so it can be used as a rendertarget.
98
99                @param name the name of the texture to be created
100                @param position the initial position of the cubemap
101                @param resolution the resolution of one cubemapface
102                @param format the pixel format of the cubemap
103                @param numMips the number of mipmap levels
104                @param clearColor initial color
105        */
106        Texture* createCubeRenderTexture(String name, const Vector3 position, unsigned int resolution = 512, PixelFormat format = PF_FLOAT16_RGBA, int numMips = 0, ColourValue clearColor = ColourValue::Black);
107        /**
108                @brief Sets the given material for each Renderable in a RenderQueue.
109
110                This is a helper function to set a material to each element of a previously filled Renderque.
111                The orginal material of the Renderables are stored so they can be restored later.
112                The function also tells the current SceneManager not to search for visible objects, as we are
113                going to use the given RenderQueue during the next rendering.
114
115                @param materialName the name of the material to set for the Renderables
116                @param rq pointer to the filled Renderqueue instance to set material for
117        */
118        void setMaterialForRenderables(String& materialName, RenderQueue* rq);
119        /**
120                @brief Sets the given material for each Renderable visible from a given camera.
121
122                This helper function is similar to setMaterialForRenderables but it is also responsible for filling the RenderQueue.
123                First the RenderQueue of the current SceneManager fill be filled with the visible objects seen from the given camera.
124                Then the required material will be set for each element of the RenderQueue.
125                The orginal material of the Renderables are stored so they can be restored later.
126                The function also tells the current SceneManager not to search for visible objects, as we are
127                going to use the filled RenderQueue during the next rendering.
128
129                @param materialName the name of the material to set for the Renderables
130                @param cam pointer to the camera from which visible objects should be searched
131                @param shadowcastersonly flag to search for only shadow casters
132        */
133        void setMaterialForVisibles(String& materialName, Camera* cam, bool shadowcastersonly = false);
134        /**
135                @brief Restores previously stored materials.
136
137                This helper function is typically used after a setMaterialForRenderables or setMaterialForVisibles
138                call and a rendering process to restore the original material settings.
139                The function also tells the current SceneManager to search for visible objects, as this is the
140                default behaviour of SceneManager.             
141        */
142        void restoreMaterials();
143        /**
144                @brief Renderes a full screen quad on a given RendderTarget with a given material.
145
146                @param materialName the name of the material bind to the quad
147                @param target the RenderTarget the quad should be rendered on
148        */
149        void renderFullscreenQuad(String materialName, RenderTarget* target);
150        /**
151                @brief Renderes sprites to pixels of the screen on a given RendderTarget with a given material.
152
153                Pixel sprites are pixel sized quads, placed on each pixel of the RenderTarget.
154                The number of sprites not necessary corresponds to the resolution of the rendertarget.
155                The pixel quads will evenly fill the rendertarget's area with sizes corresponding to the given resolution.
156                We can render fewer or more pixel quads than the number of pixels the rendertarget has (eg.: in case of caustic cubemap generation).
157               
158                @param materialName the name of the material bind to the pixel sprites
159                @param rt the RenderTarget the quads should be rendered on
160                @param width the desired resolution width of the sprites
161                @param height the desired resolution height of the sprites
162        */
163        void renderPixelSprites(String& materialName, RenderTarget* rt, int width, int height);
164        void renderFullscreenGrid(String& materialName, RenderTarget* rt, int width, int height);
165       
166};
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