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source: code/branches/shaders_merge/src/orxonox/RenderQueueListener.h @ 11074

Last change on this file since 11074 was 11074, checked in by landauf, 8 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30/**
31  @file RenderQueueListener.h
32  @brief Definition of the RenderQueueListener class.
33*/
34
35#ifndef _ORenderQueueListener_H__
36#define _ORenderQueueListener_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include <OgreRenderQueueListener.h>
41#include <OgreHardwareOcclusionQuery.h>
42
43namespace orxonox
44{
45    enum RenderQueueGroupID //!< these are IDs for render queues that are executed just after the main render queue defined by Ogre, we need more than one for Stencil Glow
46    {
47        RENDER_QUEUE_MAIN = Ogre::RENDER_QUEUE_MAIN, //reference to the main render queue
48        RENDER_QUEUE_STENCIL_OBJECTS = RENDER_QUEUE_MAIN+1,
49        RENDER_QUEUE_STENCIL_GLOW = RENDER_QUEUE_MAIN+2,
50        RENDER_QUEUE_STENCIL_LAST = RENDER_QUEUE_STENCIL_GLOW, //this is a reference to the last render queue to be affected by stencil glow effects
51        RENDER_QUEUE_HOQ = RENDER_QUEUE_STENCIL_LAST+1 //this is where we render the objects for occlusion queries (use transparent material)
52    };
53
54    const int STENCIL_VALUE_FOR_GLOW = 1; //!< this is a reference value for our mask,
55                                          //!< if more than one type of stencil mask is to be used, each of them need their own value
56    const int STENCIL_FULL_MASK = 0xFFFFFFFF; //!< this is a reference mask used in our stencil buffer
57   
58    /**
59    @brief
60        This class derives from the Ogre-Class RenderQueueListener and provides a way to define new rendering stages to enable use of e.g. stencil buffers
61        to increase the number of shader effects we can create. Especially important for shader-based alpha blending.
62
63    @author
64        David 'davidsa' Salvisberg
65    */
66    class _OrxonoxExport RenderQueueListener : public Ogre::RenderQueueListener
67    {
68        public:
69            RenderQueueListener();
70            ~RenderQueueListener();
71   
72            /**
73            @brief
74            This function is returning the current pixel count and resets the pixel state if we're ready to do another Hardware Occlusion Query
75           
76            @return
77            current pixel count taken from the last Hardware Occlusion Query
78            */
79            unsigned int getPixelCount();
80           
81            /**
82            @brief
83                This function is called just before a RenderQueueGroup is rendered, this function is called by Ogre automatically with the correct parameters.
84               
85                In this case we use it to set the stencil buffer parameters of the render system
86            */
87            virtual void renderQueueStarted(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& skipThisInvocation);
88            /**
89            @brief
90                This function is called just after a RenderQueueGroup has been rendered, this function is called by Ogre automatically with the correct parameters.
91               
92                in this case we use it to unset the stencil buffer parameters, so the rest of the render queue is unaffected by it.
93            */
94            virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
95           
96        private:
97            Ogre::HardwareOcclusionQuery* hardwareOcclusionQuery_; //!< this stores the current instance of the HOQ used in the render system
98            unsigned int pixelCount_; //!< this stores the last pixel count returned by the last HOQ in the corresponding render group
99           
100            enum PixelState //!< enum to distinguish the several HOQ pixel count states
101            {
102                READY_FOR_RENDER,
103                QUERY_STARTED,
104                READY_FOR_ACCESS
105            };
106           
107            PixelState pixelState_; //!< this stores the current state of the Hardware Occlusion Query
108    };
109}
110
111#endif /* _ORenderQueueListener_H__ */
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