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OgreCompositorChain.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreCompositorChain.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __CompositorChain_H__ #define __CompositorChain_H__ #include "OgrePrerequisites.h" #include "OgreRenderTargetListener.h" #include "OgreRenderQueueListener.h" #include "OgreCompositorInstance.h" #include "OgreCompositor.h" namespace Ogre { /** Chain of compositor effects applying to one viewport. */ class _OgreExport CompositorChain: public RenderTargetListener { public: CompositorChain(Viewport *vp); /** Another gcc warning here, which is no problem because RenderTargetListener is never used to delete an object. warning: `class Ogre::CompositorChain' has virtual functions but non-virtual destructor */ virtual ~CompositorChain(); /// Data types typedef std::vector
Instances; typedef VectorIterator
InstanceIterator; /// Identifier for "last" compositor in chain static const size_t LAST = (size_t)-1; /// Identifier for best technique static const size_t BEST = 0; /** Apply a compositor. Initially, the filter is enabled. @param filter Filter to apply @param addPosition Position in filter chain to insert this filter at; defaults to the end (last applied filter) @param technique Technique to use; CompositorChain::BEST (default) chooses to the best one available (first technique supported) */ CompositorInstance* addCompositor(CompositorPtr filter, size_t addPosition=LAST, size_t technique=BEST); /** Remove a compositor. @param position Position in filter chain of filter to remove; defaults to the end (last applied filter) */ void removeCompositor(size_t position=LAST); /** Get the number of compositors. */ size_t getNumCompositors(); /** Remove all compositors. */ void removeAllCompositors(); /** Get compositor instance by position. */ CompositorInstance *getCompositor(size_t index); /** Get the original scene compositor instance for this chain (internal use). */ CompositorInstance* _getOriginalSceneCompositor(void) { return mOriginalScene; } /** Get an iterator over the compositor instances. The first compositor in this list is applied first, the last one is applied last. */ InstanceIterator getCompositors(); /** Enable or disable a compositor, by position. Disabling a compositor stops it from rendering but does not free any resources. This can be more efficient than using removeCompositor and addCompositor in cases the filter is switched on and off a lot. @param position Position in filter chain of filter */ void setCompositorEnabled(size_t position, bool state); /** @see RenderTargetListener::preRenderTargetUpdate */ virtual void preRenderTargetUpdate(const RenderTargetEvent& evt); /** @see RenderTargetListener::preViewportUpdate */ virtual void preViewportUpdate(const RenderTargetViewportEvent& evt); /** @see RenderTargetListener::postViewportUpdate */ virtual void postViewportUpdate(const RenderTargetViewportEvent& evt); /** @see RenderTargetListener::viewportRemoved */ virtual void viewportRemoved(const RenderTargetViewportEvent& evt); /** Mark state as dirty, and to be recompiled next frame. */ void _markDirty(); /** Get viewport that is the target of this chain */ Viewport *getViewport(); /** Internal method for reconnecting with viewport */ void _notifyViewport(Viewport* vp); /** Remove a compositor by pointer. This is internally used by CompositionTechnique to "weak" remove any instanced of a deleted technique. */ void _removeInstance(CompositorInstance *i); /** Internal method for registering a queued operation for deletion later **/ void _queuedOperation(CompositorInstance::RenderSystemOperation* op); /** Compile this Composition chain into a series of RenderTarget operations. */ void _compile(); protected: /// Viewport affected by this CompositorChain Viewport *mViewport; /** Plainly renders the scene; implicit first compositor in the chain. */ CompositorInstance *mOriginalScene; /// Postfilter instances in this chain Instances mInstances; /// State needs recompile bool mDirty; /// Any compositors enabled? bool mAnyCompositorsEnabled; /// Compiled state (updated with _compile) CompositorInstance::CompiledState mCompiledState; CompositorInstance::TargetOperation mOutputOperation; /// Render System operations queued by last compile, these are created by this /// instance thus managed and deleted by it. The list is cleared with /// clearCompilationState() typedef std::vector
RenderSystemOperations; RenderSystemOperations mRenderSystemOperations; /** Clear compiled state */ void clearCompiledState(); /** Prepare a viewport, the camera and the scene for a rendering operation */ void preTargetOperation(CompositorInstance::TargetOperation &op, Viewport *vp, Camera *cam); /** Restore a viewport, the camera and the scene after a rendering operation */ void postTargetOperation(CompositorInstance::TargetOperation &op, Viewport *vp, Camera *cam); /// destroy internal resources void destroyResources(void); /** Render queue listener used to set up rendering events. */ class _OgreExport RQListener: public RenderQueueListener { public: /** @copydoc RenderQueueListener::renderQueueStarted */ virtual void renderQueueStarted(uint8 id, const String& invocation, bool& skipThisQueue); /** @copydoc RenderQueueListener::renderQueueEnded */ virtual void renderQueueEnded(uint8 id, const String& invocation, bool& repeatThisQueue); /** Set current operation and target */ void setOperation(CompositorInstance::TargetOperation *op,SceneManager *sm,RenderSystem *rs); /** Notify current destination viewport */ void notifyViewport(Viewport* vp) { mViewport = vp; } /** Flush remaining render system operations */ void flushUpTo(uint8 id); private: CompositorInstance::TargetOperation *mOperation; SceneManager *mSceneManager; RenderSystem *mRenderSystem; Viewport* mViewport; CompositorInstance::RenderSystemOpPairs::iterator currentOp, lastOp; }; RQListener mOurListener; /// Old viewport settings unsigned int mOldClearEveryFrameBuffers; /// Store old scene visibility mask uint32 mOldVisibilityMask; /// Store old find visible objects bool mOldFindVisibleObjects; /// Store old camera LOD bias float mOldLodBias; /// Store old viewport material scheme String mOldMaterialScheme; /// Store old shadows enabled flag bool mOldShadowsEnabled; }; } #endif
OgreCompositorChain.h
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