source: trunk/VUT/obsolete/OcclusionCullingSceneManager/include/OgreOcclusionCullingResourceManager.h @ 12

Revision 12, 4.1 KB checked in by gametools, 20 years ago (diff)

added occlusionscenemanager

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright © 2000-2002 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 _OcclusionCullingResourceManager_H__
26#define _OcclusionCullingResourceManager_H__
27
28#include "OgreResourceManager.h"
29#include "OgreSingleton.h"
30
31namespace Ogre {
32
33    /** Manages the locating and loading of BSP-based indoor levels.
34    Like other ResourceManager specialisations it manages the location and loading
35    of a specific type of resource, in this case files containing Binary
36    Space Partition (BSP) based level files e.g. Quake3 levels.</p>
37    However, note that unlike other ResourceManager implementations,
38    only 1 BspLevel resource is allowed to be loaded at one time. Loading
39    another automatically unloads the currently loaded level if any.
40    */
41    class OcclusionCullingResourceManager : public ResourceManager, public Singleton<OcclusionCullingResourceManager>
42    {
43    public:
44        OcclusionCullingResourceManager();
45        ~OcclusionCullingResourceManager();
46
47        /** Loads a BSP-based level from the named file.
48            Currently only supports loading of Quake3 .bsp files.
49        */
50    //    BspLevel* load( const String& filename, int priority = 1);
51
52
53        /** Creates a BspLevel resource - mainly used internally. */
54      //  Resource* create( const String& name);
55
56        /** Override standard Singleton retrieval.
57        @remarks
58        Why do we do this? Well, it's because the Singleton
59        implementation is in a .h file, which means it gets compiled
60        into anybody who includes it. This is needed for the
61        Singleton template to work, but we actually only want it
62        compiled into the implementation of the class based on the
63        Singleton, not all of them. If we don't change this, we get
64        link errors when trying to use the Singleton-based class from
65        an outside dll.
66        @par
67        This method just delegates to the template version anyway,
68        but the implementation stays in this single compilation unit,
69        preventing link errors.
70        */
71        static OcclusionCullingResourceManager& getSingleton(void);
72        /** Override standard Singleton retrieval.
73        @remarks
74        Why do we do this? Well, it's because the Singleton
75        implementation is in a .h file, which means it gets compiled
76        into anybody who includes it. This is needed for the
77        Singleton template to work, but we actually only want it
78        compiled into the implementation of the class based on the
79        Singleton, not all of them. If we don't change this, we get
80        link errors when trying to use the Singleton-based class from
81        an outside dll.
82        @par
83        This method just delegates to the template version anyway,
84        but the implementation stays in this single compilation unit,
85        preventing link errors.
86        */
87        static OcclusionCullingResourceManager* getSingletonPtr(void);
88
89
90    protected:
91        // Singleton managed by this class
92       // Quake3ShaderManager *mShaderMgr;
93
94    };
95
96}
97
98#endif
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