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 | fullscreenGrid = 0;
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26 | }
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27 | /**
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28 | @brief Conversion to OgreRenderRun.
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29 |
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30 | This function is needed because of virtual inheritance.
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31 | */
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32 | OgreRenderingRun* asOgreRenderingRun(){return this;}
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33 |
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34 |
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35 | protected:
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36 |
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37 | /**
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38 | @brief map of Renderables which will be rendered with a given material
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39 |
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40 | The String stores the original material name that will be restored after rendering.
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41 |
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42 | @see setMaterialForVisibles
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43 | @see setMaterialForRenderables
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44 | @see restoreMaterials
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45 | */
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46 | std::map<Renderable*, String> visibleObjects;
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47 | String terrainMaterial;
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48 | /**
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49 | @brief fulls screen quad plane used in full screen quad rendering
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50 |
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51 | @see renderFullscreenQuad
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52 | */
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53 | static MovablePlane* fullScreenQuad;
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54 | /**
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55 | @brief fulls screen quad Entity used in full screen quad rendering
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56 |
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57 | @see renderFullscreenQuad
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58 | */
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59 | static Entity* fullScreenQuadEntity;
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60 | /**
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61 | @brief fulls screen quad SceneNode used in full screen quad rendering
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62 |
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63 | @see renderFullscreenQuad
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64 | */
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65 | static SceneNode* fullScreenQuadNode;
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66 | /**
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67 | @brief SpriteSet used in pixel sprite rendering
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68 |
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69 | @see renderPixelSprites
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70 | */
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71 | BillboardSet* pixelSprites;
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72 | /**
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73 | @brief Entity used in fullscreen grid rendering
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74 |
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75 | @see renderPixelGrid
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76 | */
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77 | Entity* fullscreenGrid;
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78 | /**
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79 | @brief unique name of the SpriteSet used in pixel sprite rendering
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80 |
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81 | @see renderPixelSprites
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82 | */
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83 | String spriteSetName;
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84 |
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85 | /**
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86 | @brief Returns a direction for a cubemap face id.
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87 |
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88 | This is a helper function to retrieve the normal direction of a given
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89 | cubemap face.
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90 |
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91 | @param faceId the number of the face
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92 | */
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93 | Vector3 getCubeMapFaceDirection(unsigned char faceId);
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94 | /**
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95 | @brief Creates a cubemap texture.
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96 |
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97 | This is a helper function to easily create a cubemap texture and automaticly attach
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98 | viewports to each face so it can be used as a rendertarget.
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99 |
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100 | @param name the name of the texture to be created
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101 | @param position the initial position of the cubemap
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102 | @param resolution the resolution of one cubemapface
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103 | @param format the pixel format of the cubemap
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104 | @param numMips the number of mipmap levels
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105 | @param clearColor initial color
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106 | */
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107 | 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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108 | /**
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109 | @brief Sets the given material for each Renderable in a RenderQueue.
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110 |
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111 | This is a helper function to set a material to each element of a previously filled Renderque.
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112 | The orginal material of the Renderables are stored so they can be restored later.
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113 | The function also tells the current SceneManager not to search for visible objects, as we are
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114 | going to use the given RenderQueue during the next rendering.
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115 |
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116 | @param materialName the name of the material to set for the Renderables
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117 | @param rq pointer to the filled Renderqueue instance to set material for
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118 | */
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119 | void setMaterialForRenderables(String& materialName, RenderQueue* rq, bool solidsonly = false);
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120 | /**
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121 | @brief Sets the given material for each Renderable visible from a given camera.
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122 |
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123 | This helper function is similar to setMaterialForRenderables but it is also responsible for filling the RenderQueue.
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124 | First the RenderQueue of the current SceneManager fill be filled with the visible objects seen from the given camera.
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125 | Then the required material will be set for each element of the RenderQueue.
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126 | The orginal material of the Renderables are stored so they can be restored later.
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127 | The function also tells the current SceneManager not to search for visible objects, as we are
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128 | going to use the filled RenderQueue during the next rendering.
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129 |
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130 | @param materialName the name of the material to set for the Renderables
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131 | @param cam pointer to the camera from which visible objects should be searched
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132 | @param shadowcastersonly flag to search for only shadow casters
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133 | */
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134 | void setMaterialForVisibles(String& materialName, Camera* cam, bool shadowcastersonly = false, bool solidsonly = false);
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135 | /**
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136 | @brief Restores previously stored materials.
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137 |
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138 | This helper function is typically used after a setMaterialForRenderables or setMaterialForVisibles
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139 | call and a rendering process to restore the original material settings.
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140 | The function also tells the current SceneManager to search for visible objects, as this is the
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141 | default behaviour of SceneManager.
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142 | */
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143 | void restoreMaterials();
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144 | /**
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145 | @brief Renderes a full screen quad on a given RendderTarget with a given material.
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146 |
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147 | @param materialName the name of the material bind to the quad
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148 | @param target the RenderTarget the quad should be rendered on
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149 | */
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150 | void renderFullscreenQuad(String materialName, RenderTarget* target);
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151 | /**
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152 | @brief Renderes sprites to pixels of the screen on a given RendderTarget with a given material.
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153 |
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154 | Pixel sprites are pixel sized quads, placed on each pixel of the RenderTarget.
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155 | The number of sprites not necessary corresponds to the resolution of the rendertarget.
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156 | The pixel quads will evenly fill the rendertarget's area with sizes corresponding to the given resolution.
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157 | 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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158 |
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159 | @param materialName the name of the material bind to the pixel sprites
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160 | @param rt the RenderTarget the quads should be rendered on
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161 | @param width the desired resolution width of the sprites
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162 | @param height the desired resolution height of the sprites
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163 | */
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164 | void renderPixelSprites(String& materialName, RenderTarget* rt, int width, int height);
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165 | void renderFullscreenGrid(String& materialName, RenderTarget* rt, int width, int height);
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166 |
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167 | };
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