source: OGRE/trunk/ogre_changes/Ogre1.2/OgreMain/include/OgreRenderable.h @ 948

Revision 948, 13.4 KB checked in by szirmay, 19 years ago (diff)
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://ogre.sourceforge.net/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __Renderable_H__
26#define __Renderable_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreCommon.h"
30
31#include "OgreRenderOperation.h"
32#include "OgreMatrix4.h"
33#include "OgreMaterial.h"
34#include "OgrePlane.h"
35#include "OgreGpuProgram.h"
36#include "OgreVector4.h"
37#include "OgreException.h"
38
39namespace Ogre {
40
41    /** Abstract class defining the interface all renderable objects must implement.
42        @remarks
43            This interface abstracts renderable discrete objects which will be queued in the render pipeline,
44            grouped by material. Classes implementing this interface must be based on a single material, a single
45            world matrix (or a collection of world matrices which are blended by weights), and must be
46            renderable via a single render operation.
47        @par
48            Note that deciding whether to put these objects in the rendering pipeline is done from the more specific
49            classes e.g. entities. Only once it is decided that the specific class is to be rendered is the abstract version
50            created (could be more than one per visible object) and pushed onto the rendering queue.
51    */
52    class _OgreExport Renderable
53    {
54    public:
55                Renderable() : mPolygonModeOverrideable(true)
56#ifdef GTP_VISIBILITY_MODIFIED_OGRE
57                , mId(-1)
58#endif // GTP_VISIBILITY_MODIFIED_OGRE
59
60
61                {
62                #ifdef GAMETOOLS_ILLUMINATION_MODULE
63                        this->mRenderTechniqueGroup = 0;                       
64                #endif
65                }
66
67        /** Virtual destructor needed as class has virtual methods. */
68        virtual ~Renderable() { }
69        /** Retrieves a weak reference to the material this renderable object uses.
70        @remarks
71            Note that the Renderable also has the option to override the getTechnique method
72            to specify a particular Technique to use instead of the best one available.
73        */
74        virtual const MaterialPtr& getMaterial(void) const = 0;
75        /** Retrieves a pointer to the Material Technique this renderable object uses.
76        @remarks
77            This is to allow Renderables to use a chosen Technique if they wish, otherwise
78            they will use the best Technique available for the Material they are using.
79        */
80        virtual Technique* getTechnique(void) const { return getMaterial()->getBestTechnique(); }
81        /** Gets the render operation required to send this object to the frame buffer.
82        */
83        virtual void getRenderOperation(RenderOperation& op) = 0;
84        /** Gets the world transform matrix / matrices for this renderable object.
85            @remarks
86                If the object has any derived transforms, these are expected to be up to date as long as
87                all the SceneNode structures have been updated before this is called.
88            @par
89                This method will populate xform with 1 matrix if it does not use vertex blending. If it
90                does use vertex blending it will fill the passed in pointer with an array of matrices,
91                the length being the value returned from getNumWorldTransforms.
92        */
93        virtual void getWorldTransforms(Matrix4* xform) const = 0;
94        /** Gets the worldspace orientation of this renderable; this is used in order to
95            more efficiently update parameters to vertex & fragment programs, since inverting Quaterion
96            and Vector in order to derive object-space positions / directions for cameras and
97            lights is much more efficient than inverting a complete 4x4 matrix, and also
98            eliminates problems introduced by scaling. */
99        virtual const Quaternion& getWorldOrientation(void) const = 0;
100        /** Gets the worldspace orientation of this renderable; this is used in order to
101            more efficiently update parameters to vertex & fragment programs, since inverting Quaterion
102            and Vector in order to derive object-space positions / directions for cameras and
103            lights is much more efficient than inverting a complete 4x4 matrix, and also
104            eliminates problems introduced by scaling. */
105        virtual const Vector3& getWorldPosition(void) const = 0;
106
107        /** Returns the number of world transform matrices this renderable requires.
108        @remarks
109            When a renderable uses vertex blending, it uses multiple world matrices instead of a single
110            one. Each vertex sent to the pipeline can reference one or more matrices in this list
111            with given weights.
112            If a renderable does not use vertex blending this method returns 1, which is the default for
113            simplicity.
114        */
115        virtual unsigned short getNumWorldTransforms(void) const { return 1; }
116
117        /** Returns whether or not to use an 'identity' projection.
118        @remarks
119            Usually Renderable objects will use a projection matrix as determined
120            by the active camera. However, if they want they can cancel this out
121            and use an identity projection, which effectively projects in 2D using
122            a {-1, 1} view space. Useful for overlay rendering. Normal renderables need
123            not override this.
124        */
125        virtual bool useIdentityProjection(void) const { return false; }
126
127        /** Returns whether or not to use an 'identity' projection.
128        @remarks
129            Usually Renderable objects will use a view matrix as determined
130            by the active camera. However, if they want they can cancel this out
131            and use an identity matrix, which means all geometry is assumed
132            to be relative to camera space already. Useful for overlay rendering.
133            Normal renderables need not override this.
134        */
135        virtual bool useIdentityView(void) const { return false; }
136
137                /** Returns the camera-relative squared depth of this renderable.
138                @remarks
139                        Used to sort transparent objects. Squared depth is used rather than
140                        actual depth to avoid having to perform a square root on the result.
141                */
142                virtual Real getSquaredViewDepth(const Camera* cam) const = 0;
143
144        /** Returns whether or not this Renderable wishes the hardware to normalise normals. */
145        virtual bool getNormaliseNormals(void) const { return false; }
146
147        /** Gets a list of lights, ordered relative to how close they are to this renderable.
148        @remarks
149            Directional lights, which have no position, will always be first on this list.
150        */
151        virtual const LightList& getLights(void) const = 0;
152
153        virtual const PlaneList& getClipPlanes() const { return msDummyPlaneList; };
154
155        /** Method which reports whether this renderable would normally cast a
156            shadow.
157        @remarks
158            Subclasses should override this if they could have been used to
159            generate a shadow.
160        */
161        virtual bool getCastsShadows(void) const { return false; }
162
163        /** Sets a custom parameter for this Renderable, which may be used to
164            drive calculations for this specific Renderable, like GPU program parameters.
165        @remarks
166            Calling this method simply associates a numeric index with a 4-dimensional
167            value for this specific Renderable. This is most useful if the material
168            which this Renderable uses a vertex or fragment program, and has an
169            ACT_CUSTOM parameter entry. This parameter entry can refer to the
170            index you specify as part of this call, thereby mapping a custom
171            parameter for this renderable to a program parameter.
172        @param index The index with which to associate the value. Note that this
173            does not have to start at 0, and can include gaps. It also has no direct
174            correlation with a GPU program parameter index - the mapping between the
175            two is performed by the ACT_CUSTOM entry, if that is used.
176        @param value The value to associate.
177        */
178        void setCustomParameter(size_t index, const Vector4& value)
179        {
180            mCustomParameters[index] = value;
181        }
182
183        /** Gets the custom value associated with this Renderable at the given index.
184        @param
185            @see setCustomParaemter for full details.
186        */
187        const Vector4& getCustomParameter(size_t index) const
188        {
189            CustomParameterMap::const_iterator i = mCustomParameters.find(index);
190            if (i != mCustomParameters.end())
191            {
192                return i->second;
193            }
194            else
195            {
196                OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
197                    "Parameter at the given index was not found.",
198                    "Renderable::getCustomParameter");
199            }
200        }
201
202        /** Update a custom GpuProgramParameters constant which is derived from
203            information only this Renderable knows.
204        @remarks
205            This method allows a Renderable to map in a custom GPU program parameter
206            based on it's own data. This is represented by a GPU auto parameter
207            of ACT_CUSTOM, and to allow there to be more than one of these per
208            Renderable, the 'data' field on the auto parameter will identify
209            which parameter is being updated. The implementation of this method
210            must identify the parameter being updated, and call a 'setConstant'
211            method on the passed in GpuProgramParameters object, using the details
212            provided in the incoming auto constant setting to identify the index
213            at which to set the parameter.
214        @par
215            You do not need to override this method if you're using the standard
216            sets of data associated with the Renderable as provided by setCustomParameter
217            and getCustomParameter. By default, the implementation will map from the
218            value indexed by the 'constantEntry.data' parameter to a value previously
219            set by setCustomParameter. But custom Renderables are free to override
220            this if they want, in any case.
221        @param constantEntry The auto constant entry referring to the parameter
222            being updated
223        @param params The parameters object which this method should call to
224            set the updated parameters.
225        */
226        virtual void _updateCustomGpuParameter(
227            const GpuProgramParameters::AutoConstantEntry& constantEntry,
228            GpuProgramParameters* params) const
229        {
230            CustomParameterMap::const_iterator i = mCustomParameters.find(constantEntry.data);
231            if (i != mCustomParameters.end())
232            {
233                params->setConstant(constantEntry.index, i->second);
234            }
235        }
236
237                /** Sets whether this renderable's chosen detail level can be
238                        overridden (downgraded) by the camera setting.
239                @param override true means that a lower camera detail will override this
240                        renderables detail level, false means it won't.
241                */
242                virtual void setPolygonModeOverrideable(bool override)
243                {
244                        mPolygonModeOverrideable = override;
245                }
246
247                /** Gets whether this renderable's chosen detail level can be
248                        overridden (downgraded) by the camera setting.
249                */
250                virtual bool getPolygonModeOverrideable(void) const
251                {
252                        return mPolygonModeOverrideable;
253                }
254
255#ifdef GTP_VISIBILITY_MODIFIED_OGRE
256                /** Sets an id for this renderable.
257                */
258                void setId(int id) {mId = id;}
259                /** see set
260                */
261                int getId() {return mId;}
262#endif // GTP_VISIBILITY_MODIFIED_OGRE
263    protected:
264        static const PlaneList msDummyPlaneList;
265        typedef std::map<size_t, Vector4> CustomParameterMap;
266        CustomParameterMap mCustomParameters;
267                bool mPolygonModeOverrideable;
268#ifdef GTP_VISIBILITY_MODIFIED_OGRE
269                int mId;
270#endif // GTP_VISIBILITY_MODIFIED_OGRE
271
272
273#ifdef GAMETOOLS_ILLUMINATION_MODULE
274        public:
275
276                virtual void setRenderTechniqueGroup(UserDefinedObject* renderTechniqueGroup)
277                {
278                        this->mRenderTechniqueGroup = renderTechniqueGroup;
279                }
280
281                virtual UserDefinedObject* getRenderTechniqueGroup(void) const
282                {
283                        return this->mRenderTechniqueGroup;
284                }               
285
286                virtual void setMaterialName(const String &name){}
287
288                protected:
289
290                        UserDefinedObject* mRenderTechniqueGroup;
291#endif
292
293    };
294
295
296
297}
298
299#endif //__Renderable_H__
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