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