/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Shader_H__ #define _Shader_H__ #include "tools/ToolsPrereqs.h" #include #include #include #include "util/MultiType.h" #include "core/ViewportEventListener.h" namespace orxonox { /** @brief Shader is a wrapper class around Ogre::CompositorInstance. It provides some functions to easily change the visibility and parameters for shader programs. */ class _ToolsExport Shader : public ViewportEventListener, public Ogre::CompositorInstance::Listener { public: Shader(Ogre::SceneManager* scenemanager = nullptr); virtual ~Shader(); /// Defines if the shader is visible or not. inline void setVisible(bool bVisible) { if (this->bVisible_ != bVisible) { this->bVisible_ = bVisible; this->updateVisibility(); } } /// Returns whether or not the shader is visible. inline bool isVisible() const { return this->bVisible_; } void updateVisibility(); /// Defines the compositor's name (located in a .compositor file). inline void setCompositorName(const std::string& name) { if (this->compositorName_ != name) { this->compositorName_ = name; this->changedCompositorName(); } } /// Returns the compositor's name. inline const std::string& getCompositorName() const { return this->compositorName_; } void changedCompositorName(); void changedCompositorName(Ogre::Viewport* viewport); /// Sets the scenemanager (usually provided in the constructor, but can be set later). Shouldn't be changed once it's set. inline void setSceneManager(Ogre::SceneManager* scenemanager) { this->scenemanager_ = scenemanager; } /// Returns the scene manager. inline Ogre::SceneManager* getSceneManager() const { return this->scenemanager_; } virtual void cameraChanged(Ogre::Viewport* viewport, Ogre::Camera* oldCamera) override; void setParameter(unsigned short technique, unsigned short pass, const std::string& parameter, float value); void setParameter(unsigned short technique, unsigned short pass, const std::string& parameter, int value); virtual void notifyMaterialRender(Ogre::uint32 pass_id, Ogre::MaterialPtr& materialPtr) override; private: static bool hasCgProgramManager(); Ogre::SceneManager* scenemanager_; ///< The scenemanager for which the shader is active Ogre::CompositorInstance* compositorInstance_; ///< The compositor instance representing the wrapped compositor bool bVisible_; ///< True if the shader should be visible bool bLoadCompositor_; ///< True if the compositor should be loaded (usually false if no graphics) std::string compositorName_; ///< The name of the current compositor std::string oldcompositorName_; ///< The name of the previous compositor (used to unregister) private: void addAsListener(); /// Helper struct to store parameters for shader programs. struct ParameterContainer { unsigned short technique_; ///< The ID of the technique unsigned short pass_; ///< The ID of the pass std::string parameter_; ///< The name of the parameter MultiType value_; ///< The desired value of the parameter }; std::list parameters_; ///< The list of parameters that should be set on the next update bool registeredAsListener_; ///< True if the shader should register itself as listener at the compositor }; } #endif /* _Shader_H__ */