source: OGRE/trunk/ogre_changes/Ogre1.2/OgreMain/include/OgreRenderable.h @ 768

Revision 768, 13.0 KB checked in by szirmay, 18 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                {
57#ifdef GAMETOOLS_ILLUMINATION_MODULE
58                        this->mRenderTechniqueGroup = 0;                       
59#endif
60                }
61        /** Virtual destructor needed as class has virtual methods. */
62        virtual ~Renderable() { }
63        /** Retrieves a weak reference to the material this renderable object uses.
64        @remarks
65            Note that the Renderable also has the option to override the getTechnique method
66            to specify a particular Technique to use instead of the best one available.
67        */
68        virtual const MaterialPtr& getMaterial(void) const = 0;
69        /** Retrieves a pointer to the Material Technique this renderable object uses.
70        @remarks
71            This is to allow Renderables to use a chosen Technique if they wish, otherwise
72            they will use the best Technique available for the Material they are using.
73        */
74        virtual Technique* getTechnique(void) const { return getMaterial()->getBestTechnique(); }
75        /** Gets the render operation required to send this object to the frame buffer.
76        */
77        virtual void getRenderOperation(RenderOperation& op) = 0;
78        /** Gets the world transform matrix / matrices for this renderable object.
79            @remarks
80                If the object has any derived transforms, these are expected to be up to date as long as
81                all the SceneNode structures have been updated before this is called.
82            @par
83                This method will populate xform with 1 matrix if it does not use vertex blending. If it
84                does use vertex blending it will fill the passed in pointer with an array of matrices,
85                the length being the value returned from getNumWorldTransforms.
86        */
87        virtual void getWorldTransforms(Matrix4* xform) const = 0;
88        /** Gets the worldspace orientation of this renderable; this is used in order to
89            more efficiently update parameters to vertex & fragment programs, since inverting Quaterion
90            and Vector in order to derive object-space positions / directions for cameras and
91            lights is much more efficient than inverting a complete 4x4 matrix, and also
92            eliminates problems introduced by scaling. */
93        virtual const Quaternion& getWorldOrientation(void) 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 Vector3& getWorldPosition(void) const = 0;
100
101        /** Returns the number of world transform matrices this renderable requires.
102        @remarks
103            When a renderable uses vertex blending, it uses multiple world matrices instead of a single
104            one. Each vertex sent to the pipeline can reference one or more matrices in this list
105            with given weights.
106            If a renderable does not use vertex blending this method returns 1, which is the default for
107            simplicity.
108        */
109        virtual unsigned short getNumWorldTransforms(void) const { return 1; }
110
111        /** Returns whether or not to use an 'identity' projection.
112        @remarks
113            Usually Renderable objects will use a projection matrix as determined
114            by the active camera. However, if they want they can cancel this out
115            and use an identity projection, which effectively projects in 2D using
116            a {-1, 1} view space. Useful for overlay rendering. Normal renderables need
117            not override this.
118        */
119        virtual bool useIdentityProjection(void) const { return false; }
120
121        /** Returns whether or not to use an 'identity' projection.
122        @remarks
123            Usually Renderable objects will use a view matrix as determined
124            by the active camera. However, if they want they can cancel this out
125            and use an identity matrix, which means all geometry is assumed
126            to be relative to camera space already. Useful for overlay rendering.
127            Normal renderables need not override this.
128        */
129        virtual bool useIdentityView(void) const { return false; }
130
131                /** Returns the camera-relative squared depth of this renderable.
132                @remarks
133                        Used to sort transparent objects. Squared depth is used rather than
134                        actual depth to avoid having to perform a square root on the result.
135                */
136                virtual Real getSquaredViewDepth(const Camera* cam) const = 0;
137
138        /** Returns whether or not this Renderable wishes the hardware to normalise normals. */
139        virtual bool getNormaliseNormals(void) const { return false; }
140
141        /** Gets a list of lights, ordered relative to how close they are to this renderable.
142        @remarks
143            Directional lights, which have no position, will always be first on this list.
144        */
145        virtual const LightList& getLights(void) const = 0;
146
147        virtual const PlaneList& getClipPlanes() const { return msDummyPlaneList; };
148
149        /** Method which reports whether this renderable would normally cast a
150            shadow.
151        @remarks
152            Subclasses should override this if they could have been used to
153            generate a shadow.
154        */
155        virtual bool getCastsShadows(void) const { return false; }
156
157        /** Sets a custom parameter for this Renderable, which may be used to
158            drive calculations for this specific Renderable, like GPU program parameters.
159        @remarks
160            Calling this method simply associates a numeric index with a 4-dimensional
161            value for this specific Renderable. This is most useful if the material
162            which this Renderable uses a vertex or fragment program, and has an
163            ACT_CUSTOM parameter entry. This parameter entry can refer to the
164            index you specify as part of this call, thereby mapping a custom
165            parameter for this renderable to a program parameter.
166        @param index The index with which to associate the value. Note that this
167            does not have to start at 0, and can include gaps. It also has no direct
168            correlation with a GPU program parameter index - the mapping between the
169            two is performed by the ACT_CUSTOM entry, if that is used.
170        @param value The value to associate.
171        */
172        void setCustomParameter(size_t index, const Vector4& value)
173        {
174            mCustomParameters[index] = value;
175        }
176
177        /** Gets the custom value associated with this Renderable at the given index.
178        @param
179            @see setCustomParaemter for full details.
180        */
181        const Vector4& getCustomParameter(size_t index) const
182        {
183            CustomParameterMap::const_iterator i = mCustomParameters.find(index);
184            if (i != mCustomParameters.end())
185            {
186                return i->second;
187            }
188            else
189            {
190                OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
191                    "Parameter at the given index was not found.",
192                    "Renderable::getCustomParameter");
193            }
194        }
195
196        /** Update a custom GpuProgramParameters constant which is derived from
197            information only this Renderable knows.
198        @remarks
199            This method allows a Renderable to map in a custom GPU program parameter
200            based on it's own data. This is represented by a GPU auto parameter
201            of ACT_CUSTOM, and to allow there to be more than one of these per
202            Renderable, the 'data' field on the auto parameter will identify
203            which parameter is being updated. The implementation of this method
204            must identify the parameter being updated, and call a 'setConstant'
205            method on the passed in GpuProgramParameters object, using the details
206            provided in the incoming auto constant setting to identify the index
207            at which to set the parameter.
208        @par
209            You do not need to override this method if you're using the standard
210            sets of data associated with the Renderable as provided by setCustomParameter
211            and getCustomParameter. By default, the implementation will map from the
212            value indexed by the 'constantEntry.data' parameter to a value previously
213            set by setCustomParameter. But custom Renderables are free to override
214            this if they want, in any case.
215        @param constantEntry The auto constant entry referring to the parameter
216            being updated
217        @param params The parameters object which this method should call to
218            set the updated parameters.
219        */
220        virtual void _updateCustomGpuParameter(
221            const GpuProgramParameters::AutoConstantEntry& constantEntry,
222            GpuProgramParameters* params) const
223        {
224            CustomParameterMap::const_iterator i = mCustomParameters.find(constantEntry.data);
225            if (i != mCustomParameters.end())
226            {
227                params->setConstant(constantEntry.index, i->second);
228            }
229        }
230
231                /** Sets whether this renderable's chosen detail level can be
232                        overridden (downgraded) by the camera setting.
233                @param override true means that a lower camera detail will override this
234                        renderables detail level, false means it won't.
235                */
236                virtual void setPolygonModeOverrideable(bool override)
237                {
238                        mPolygonModeOverrideable = override;
239                }
240
241                /** Gets whether this renderable's chosen detail level can be
242                        overridden (downgraded) by the camera setting.
243                */
244                virtual bool getPolygonModeOverrideable(void) const
245                {
246                        return mPolygonModeOverrideable;
247                }
248
249
250
251    protected:
252        static const PlaneList msDummyPlaneList;
253        typedef std::map<size_t, Vector4> CustomParameterMap;
254        CustomParameterMap mCustomParameters;
255                bool mPolygonModeOverrideable;
256
257#ifdef GAMETOOLS_ILLUMINATION_MODULE
258        public:
259
260                virtual void setRenderTechniqueGroup(UserDefinedObject* renderTechniqueGroup)
261                {
262                        this->mRenderTechniqueGroup = renderTechniqueGroup;
263                }
264
265                virtual UserDefinedObject* getRenderTechniqueGroup(void) const
266                {
267                        return this->mRenderTechniqueGroup;
268                }               
269
270                virtual void setMaterialName(const String &name){}
271
272                protected:
273
274                        UserDefinedObject* mRenderTechniqueGroup;
275#endif
276
277    };
278
279
280
281}
282
283#endif //__Renderable_H__
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