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OgreCEGUIRenderer.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\OgreCEGUIRenderer.h
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/************************************************************************ filename: OgreCEGUIRenderer.h created: 11/5/2004 author: Paul D Turner purpose: Interface for main Ogre GUI renderer class *************************************************************************/ /************************************************************************* Crazy Eddie's GUI System (http://www.cegui.org.uk) Copyright (C)2004 - 2005 Paul D Turner (paul@cegui.org.uk) This library 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 2.1 of the License, or (at your option) any later version. This library 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 library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *************************************************************************/ /************************************************************************* This file contains code that is specific to Ogre (http://www.ogre3d.org) *************************************************************************/ #ifndef _OgreCEGUIRenderer_h_ #define _OgreCEGUIRenderer_h_ #include
#include
#include
#include
#include
#include
#if (OGRE_PLATFORM == OGRE_PLATFORM_WIN32) && !defined(OGRE_STATIC_LIB) # ifdef OGRE_GUIRENDERER_EXPORTS # define OGRE_GUIRENDERER_API __declspec(dllexport) # else # if defined(__MINGW32__) # define OGRE_GUIRENDERER_API # else # define OGRE_GUIRENDERER_API __declspec(dllimport) # endif # endif #elif defined ( OGRE_GCC_VISIBILITY ) # define OGRE_GUIRENDERER_API __attribute__ ((visibility("default"))) #else # define OGRE_GUIRENDERER_API #endif // Start of CEGUI namespace section namespace CEGUI { /************************************************************************* Forward refs *************************************************************************/ class OgreCEGUITexture; class OgreCEGUIRenderer; /*! \brief RenderQueueListener based class used to hook into the ogre rendering system */ class _OgrePrivate CEGUIRQListener : public Ogre::RenderQueueListener { public: CEGUIRQListener(OgreCEGUIRenderer* renderer, Ogre::uint8 queue_id, bool post_queue) { d_renderer = renderer; d_queue_id = queue_id; d_post_queue = post_queue; } virtual ~CEGUIRQListener() {} virtual void renderQueueStarted(Ogre::uint8 id, const Ogre::String& invocation, bool& skipThisQueue); virtual void renderQueueEnded(Ogre::uint8 id, const Ogre::String& invocation, bool& repeatThisQueue); // methods for adjusting target queue settings void setTargetRenderQueue(Ogre::uint8 queue_id) {d_queue_id = queue_id;} void setPostRenderQueue(bool post_queue) {d_post_queue = post_queue;} private: /************************************************************************* Implementation Data *************************************************************************/ OgreCEGUIRenderer* d_renderer; //!< CEGUI renderer object for Ogre. Ogre::uint8 d_queue_id; //!< ID of the queue that we are hooked into bool d_post_queue; //!< true if we render after everything else in our queue. }; /*! \brief Renderer class to interface with Ogre engine. */ class OGRE_GUIRENDERER_API OgreCEGUIRenderer : public Renderer { public: /*! \brief Constructor for renderer class that uses Ogre for rendering. Note that if you use this option you must call setTargetSceneManager before rendering. \param window Pointer to an Ogre::RenderWindow object. \param queue_id Ogre::uint8 value that specifies where the GUI should appear in the ogre rendering output. \param post_queue set to true to have GUI rendered after render queue \a queue_id, or false to have the GUI rendered before render queue \a queue_id. \param max_quads Obsolete. Set to 0. */ OgreCEGUIRenderer(Ogre::RenderWindow* window, Ogre::uint8 queue_id = Ogre::RENDER_QUEUE_OVERLAY, bool post_queue = false, uint max_quads = 0); /*! \brief Constructor for renderer class that uses Ogre for rendering. \param window Pointer to an Ogre::RenderWindow object. \param queue_id Ogre::uint8 value that specifies where the GUI should appear in the ogre rendering output. \param post_queue set to true to have GUI rendered after render queue \a queue_id, or false to have the GUI rendered before render queue \a queue_id. \param max_quads Obsolete. Set to 0. \param scene_manager Pointer to an Ogre::SceneManager object that is to be used for GUI rendering. */ OgreCEGUIRenderer(Ogre::RenderWindow* window, Ogre::uint8 queue_id, bool post_queue, uint max_quads, Ogre::SceneManager* scene_manager); /*! \brief Destructor for Ogre renderer. */ virtual ~OgreCEGUIRenderer(void); // add's a quad to the list to be rendered virtual void addQuad(const Rect& dest_rect, float z, const Texture* tex, const Rect& texture_rect, const ColourRect& colours, QuadSplitMode quad_split_mode); // perform final rendering for all queued renderable quads. virtual void doRender(void); // clear the queue virtual void clearRenderList(void); /*! \brief Enable or disable the queueing of quads from this point on. This only affects queueing. If queueing is turned off, any calls to addQuad will cause the quad to be rendered directly. Note that disabling queueing will not cause currently queued quads to be rendered, nor is the queue cleared - at any time the queue can still be drawn by calling doRender, and the list can be cleared by calling clearRenderList. Re-enabling the queue causes subsequent quads to be added as if queueing had never been disabled. \param setting true to enable queueing, or false to disable queueing (see notes above). \return Nothing */ virtual void setQueueingEnabled(bool setting) {d_queueing = setting;} // create an empty texture virtual Texture* createTexture(void); // create a texture and load it with the specified file. virtual Texture* createTexture(const String& filename, const String& resourceGroup = "General"); // create a texture and set it to the specified size virtual Texture* createTexture(float size); // create an OGRE resource provider. virtual ResourceProvider* createResourceProvider(void); // destroy the given texture virtual void destroyTexture(Texture* texture); // destroy all textures still active virtual void destroyAllTextures(void); /*! \brief Return whether queueing is enabled. \return true if queueing is enabled, false if queueing is disabled. */ virtual bool isQueueingEnabled(void) const {return d_queueing;} /*! \brief Return the current width of the display in pixels \return float value equal to the current width of the display in pixels. */ virtual float getWidth(void) const {return d_display_area.getWidth();} /*! \brief Return the current height of the display in pixels \return float value equal to the current height of the display in pixels. */ virtual float getHeight(void) const {return d_display_area.getHeight();} /*! \brief Return the size of the display in pixels \return Size object describing the dimensions of the current display. */ virtual Size getSize(void) const {return d_display_area.getSize();} /*! \brief Return a Rect describing the screen \return A Rect object that describes the screen area. Typically, the top-left values are always 0, and the size of the area described is equal to the screen resolution. */ virtual Rect getRect(void) const {return d_display_area;} /*! \brief Return the maximum texture size available \return Size of the maximum supported texture in pixels (textures are always assumed to be square) */ virtual uint getMaxTextureSize(void) const {return 2048;} // TODO: Change to proper value /*! \brief Return the horizontal display resolution dpi \return horizontal resolution of the display in dpi. */ virtual uint getHorzScreenDPI(void) const {return 96;} /*! \brief Return the vertical display resolution dpi \return vertical resolution of the display in dpi. */ virtual uint getVertScreenDPI(void) const {return 96;} /*! \brief Set the scene manager to be used for rendering the GUI. The GUI system will be unhooked from the current scene manager and attached to what ever is specified here. \param scene_manager Pointer to an Ogre::SceneManager object that is the new target Ogre::SceneManager to be used for GUI rendering. \return Nothing. */ void setTargetSceneManager(Ogre::SceneManager* scene_manager); /*! \brief Set the target render queue for GUI rendering. \param queue_id Ogre::uint8 value specifying the render queue that the GUI system should attach to. \param post_queue - true to specify that the GUI should render after everything else in render queue \a queue_id. - false to specify the GUI should render before everything else in render queue \a queue_id. \return Nothing. */ void setTargetRenderQueue(Ogre::uint8 queue_id, bool post_queue); /*! \brief Create a texture from an existing Ogre::TexturePtr object. \note If you want to use an Ogre::RenderTexture (for putting rendered output onto Gui elements or other advanced techniques), you can get the Ogre::TexturePtr to be used by calling Ogre::TextureManager::getByName() passing the name returned from Ogre::RenderTexture::getName() (and casting the result as necessary). \param texture pointer to an Ogre::TexturePtr object to be used as the basis for the new CEGUI::Texture \return Pointer to the newly created CEGUI::TexturePtr object. */ Texture* createTexture(Ogre::TexturePtr& texture); /*! \brief Set the size of the display in pixels. You do not have to call this method under normal operation as the system will automatically extract the size from the current view port. \note This method will cause the EventDisplaySizeChanged event to fire if the display size has changed. \param sz Size object describing the size of the display. \return Nothing. */ void setDisplaySize(const Size& sz); private: /************************************************************************ Implementation Constants ************************************************************************/ static const size_t VERTEX_PER_QUAD; //!< number of vertices per quad static const size_t VERTEX_PER_TRIANGLE; //!< number of vertices for a triangle static const size_t VERTEXBUFFER_INITIAL_CAPACITY; //!< initial capacity of the allocated vertex buffer static const size_t UNDERUSED_FRAME_THRESHOLD; //!< number of frames to wait before shrinking buffer /************************************************************************* Implementation Structs & classes *************************************************************************/ /*! \brief structure used for all vertices. */ struct QuadVertex { float x, y, z; //!< The position for the vertex. Ogre::RGBA diffuse; //!< colour of the vertex float tu1, tv1; //!< texture coordinates }; /*! \brief structure holding details about a quad to be drawn */ struct QuadInfo { Ogre::TexturePtr texture; Rect position; float z; Rect texPosition; uint32 topLeftCol; uint32 topRightCol; uint32 bottomLeftCol; uint32 bottomRightCol; QuadSplitMode splitMode; bool operator<(const QuadInfo& other) const { // this is intentionally reversed. return z > other.z; } }; /************************************************************************* Implementation Methods *************************************************************************/ // setup states etc void initRenderStates(void); // sort quads list according to texture void sortQuads(void); // render a quad directly to the display void renderQuadDirect(const Rect& dest_rect, float z, const Texture* tex, const Rect& texture_rect, const ColourRect& colours, QuadSplitMode quad_split_mode); // convert colour value to whatever the Ogre render system is expecting. uint32 colourToOgre(const colour& col) const; // perform main work of the constructor. This does everything except the final hook into the render system. void constructor_impl(Ogre::RenderWindow* window, Ogre::uint8 queue_id, bool post_queue, uint max_quads); /************************************************************************* Implementation Data *************************************************************************/ Rect d_display_area; typedef std::multiset
QuadList; QuadList d_quadlist; bool d_queueing; //!< setting for queueing control. // Ogre specific bits. Ogre::Root* d_ogre_root; //!< pointer to the Ogre root object that we attach to Ogre::RenderSystem* d_render_sys; //!< Pointer to the render system for Ogre. Ogre::uint8 d_queue_id; //!< ID of the queue that we are hooked into Ogre::TexturePtr d_currTexture; //!< currently set texture; Ogre::RenderOperation d_render_op; //!< Ogre render operation we use to do our stuff. Ogre::HardwareVertexBufferSharedPtr d_buffer; //!< vertex buffer to queue sprite rendering size_t d_underused_framecount; //!< Number of frames elapsed since buffer utilization was above half the capacity Ogre::RenderOperation d_direct_render_op; //!< Renderop for cursor Ogre::HardwareVertexBufferSharedPtr d_direct_buffer; //!< Renderop for cursor Ogre::SceneManager* d_sceneMngr; //!< The scene manager we are hooked into. Ogre::LayerBlendModeEx d_colourBlendMode; //!< Controls colour blending mode used. Ogre::LayerBlendModeEx d_alphaBlendMode; //!< Controls alpha blending mode used. Ogre::TextureUnitState::UVWAddressingMode d_uvwAddressMode; CEGUIRQListener* d_ourlistener; bool d_post_queue; //!< true if we render after everything else in our queue. size_t d_bufferPos; //!< index into buffer where next vertex should be put. bool d_sorted; //!< true when data in quad list is sorted. Point d_texelOffset; //!< Offset required for proper texel mapping. std::list
d_texturelist; //!< List used to track textures. }; } // End of CEGUI namespace section #endif // end of guard _OgreCEGUIRenderer_h_
OgreCEGUIRenderer.h
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