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://www.ogre3d.org/
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6 |
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7 | Copyright © 2000-2002 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 _OcclusionCullingResourceManager_H__
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26 | #define _OcclusionCullingResourceManager_H__
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27 |
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28 | #include "OgreResourceManager.h"
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29 | #include "OgreSingleton.h"
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30 |
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31 | namespace Ogre {
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32 |
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33 | /** Manages the locating and loading of BSP-based indoor levels.
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34 | Like other ResourceManager specialisations it manages the location and loading
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35 | of a specific type of resource, in this case files containing Binary
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36 | Space Partition (BSP) based level files e.g. Quake3 levels.</p>
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37 | However, note that unlike other ResourceManager implementations,
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38 | only 1 BspLevel resource is allowed to be loaded at one time. Loading
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39 | another automatically unloads the currently loaded level if any.
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40 | */
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41 | class OcclusionCullingResourceManager : public ResourceManager, public Singleton<OcclusionCullingResourceManager>
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42 | {
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43 | public:
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44 | OcclusionCullingResourceManager();
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45 | ~OcclusionCullingResourceManager();
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46 |
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47 | /** Loads a BSP-based level from the named file.
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48 | Currently only supports loading of Quake3 .bsp files.
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49 | */
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50 | // BspLevel* load( const String& filename, int priority = 1);
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51 |
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52 |
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53 | /** Creates a BspLevel resource - mainly used internally. */
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54 | // Resource* create( const String& name);
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55 |
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56 | /** Override standard Singleton retrieval.
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57 | @remarks
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58 | Why do we do this? Well, it's because the Singleton
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59 | implementation is in a .h file, which means it gets compiled
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60 | into anybody who includes it. This is needed for the
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61 | Singleton template to work, but we actually only want it
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62 | compiled into the implementation of the class based on the
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63 | Singleton, not all of them. If we don't change this, we get
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64 | link errors when trying to use the Singleton-based class from
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65 | an outside dll.
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66 | @par
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67 | This method just delegates to the template version anyway,
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68 | but the implementation stays in this single compilation unit,
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69 | preventing link errors.
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70 | */
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71 | static OcclusionCullingResourceManager& getSingleton(void);
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72 | /** Override standard Singleton retrieval.
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73 | @remarks
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74 | Why do we do this? Well, it's because the Singleton
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75 | implementation is in a .h file, which means it gets compiled
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76 | into anybody who includes it. This is needed for the
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77 | Singleton template to work, but we actually only want it
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78 | compiled into the implementation of the class based on the
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79 | Singleton, not all of them. If we don't change this, we get
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80 | link errors when trying to use the Singleton-based class from
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81 | an outside dll.
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82 | @par
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83 | This method just delegates to the template version anyway,
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84 | but the implementation stays in this single compilation unit,
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85 | preventing link errors.
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86 | */
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87 | static OcclusionCullingResourceManager* getSingletonPtr(void);
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88 |
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89 |
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90 | protected:
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91 | // Singleton managed by this class
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92 | // Quake3ShaderManager *mShaderMgr;
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93 |
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94 | };
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95 |
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96 | }
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97 |
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98 | #endif
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