| 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __ControllerManager_H__ |
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| 30 | #define __ControllerManager_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | |
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| 34 | #include "OgreCommon.h" |
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| 35 | #include "OgreSingleton.h" |
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| 36 | #include "OgreController.h" |
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| 37 | #include "OgrePredefinedControllers.h" |
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| 38 | #include "OgreTextureUnitState.h" |
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| 39 | #include "OgreSharedPtr.h" |
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| 40 | |
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| 41 | namespace Ogre { |
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| 42 | |
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| 43 | typedef SharedPtr< ControllerValue<Real> > ControllerValueRealPtr; |
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| 44 | typedef SharedPtr< ControllerFunction<Real> > ControllerFunctionRealPtr; |
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| 45 | |
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| 46 | /** Class for managing Controller instances. |
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| 47 | @remarks |
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| 48 | This class is responsible to keeping tabs on all the Controller instances registered |
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| 49 | and updating them when requested. It also provides a number of convenience methods |
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| 50 | for creating commonly used controllers (such as texture animators). |
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| 51 | */ |
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| 52 | class _OgreExport ControllerManager : public Singleton<ControllerManager> |
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| 53 | { |
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| 54 | protected: |
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| 55 | typedef std::set<Controller<Real>*> ControllerList; |
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| 56 | ControllerList mControllers; |
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| 57 | |
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| 58 | /// Global predefined controller |
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| 59 | ControllerValueRealPtr mFrameTimeController; |
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| 60 | |
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| 61 | /// Global predefined controller |
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| 62 | ControllerFunctionRealPtr mPassthroughFunction; |
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| 63 | |
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| 64 | // Last frame number updated |
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| 65 | unsigned long mLastFrameNumber; |
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| 66 | |
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| 67 | public: |
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| 68 | ControllerManager(); |
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| 69 | ~ControllerManager(); |
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| 70 | |
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| 71 | /** Creates a new controller and registers it with the manager. |
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| 72 | */ |
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| 73 | Controller<Real>* createController(const ControllerValueRealPtr& src, |
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| 74 | const ControllerValueRealPtr& dest, const ControllerFunctionRealPtr& func); |
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| 75 | |
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| 76 | /** Creates a new controller use frame time source and passthrough controller function. |
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| 77 | */ |
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| 78 | Controller<Real>* createFrameTimePassthroughController( |
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| 79 | const ControllerValueRealPtr& dest); |
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| 80 | |
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| 81 | /** Destroys all the controllers in existence. |
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| 82 | */ |
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| 83 | void clearControllers(void); |
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| 84 | |
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| 85 | /** Updates all the registered controllers. |
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| 86 | */ |
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| 87 | void updateAllControllers(void); |
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| 88 | |
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| 89 | |
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| 90 | /** Returns a ControllerValue which provides the time since the last frame as a control value source. |
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| 91 | @remarks |
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| 92 | A common source value to use to feed into a controller is the time since the last frame. This method |
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| 93 | returns a pointer to a common source value which provides this information. |
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| 94 | @par |
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| 95 | Remember the value will only be up to date after the RenderSystem::beginFrame method is called. |
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| 96 | @see |
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| 97 | RenderSystem::beginFrame |
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| 98 | */ |
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| 99 | const ControllerValueRealPtr& getFrameTimeSource(void) const; |
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| 100 | |
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| 101 | /** Retrieve a simple passthrough controller function. */ |
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| 102 | const ControllerFunctionRealPtr& getPassthroughControllerFunction(void) const; |
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| 103 | |
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| 104 | /** Creates a texture layer animator controller. |
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| 105 | @remarks |
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| 106 | This helper method creates the Controller, ControllerValue and ControllerFunction classes required |
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| 107 | to animate a texture. |
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| 108 | @param |
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| 109 | layer TextureUnitState object to animate |
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| 110 | @param |
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| 111 | sequenceTime The amount of time in seconds it will take to loop through all the frames. |
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| 112 | */ |
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| 113 | Controller<Real>* createTextureAnimator(TextureUnitState* layer, Real sequenceTime); |
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| 114 | |
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| 115 | /** Creates a basic time-based texture uv coordinate modifier designed for creating scrolling textures. |
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| 116 | @remarks |
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| 117 | This simple method allows you to easily create constant-speed uv scrolling textures. If you want to |
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| 118 | specify different speed values for horizontal and vertical scroll, use the specific methods |
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| 119 | ControllerManager::createTextureUScroller and ControllerManager::createTextureVScroller. |
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| 120 | If you want more control, look up the ControllerManager::createTextureWaveTransformer |
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| 121 | for more complex wave-based scrollers / stretchers / rotaters. |
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| 122 | @param |
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| 123 | layer The texture layer to animate. |
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| 124 | @param |
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| 125 | speed Speed of horizontal (u-coord) and vertical (v-coord) scroll, in complete wraps per second |
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| 126 | */ |
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| 127 | Controller<Real>* createTextureUVScroller(TextureUnitState* layer, Real speed); |
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| 128 | |
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| 129 | /** Creates a basic time-based texture u coordinate modifier designed for creating scrolling textures. |
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| 130 | @remarks |
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| 131 | This simple method allows you to easily create constant-speed u scrolling textures. If you want more |
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| 132 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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| 133 | scrollers / stretchers / rotaters. |
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| 134 | @param |
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| 135 | layer The texture layer to animate. |
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| 136 | @param |
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| 137 | uSpeed Speed of horizontal (u-coord) scroll, in complete wraps per second |
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| 138 | */ |
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| 139 | Controller<Real>* createTextureUScroller(TextureUnitState* layer, Real uSpeed); |
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| 140 | |
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| 141 | /** Creates a basic time-based texture v coordinate modifier designed for creating scrolling textures. |
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| 142 | @remarks |
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| 143 | This simple method allows you to easily create constant-speed v scrolling textures. If you want more |
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| 144 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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| 145 | scrollers / stretchers / rotaters. |
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| 146 | @param |
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| 147 | layer The texture layer to animate. |
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| 148 | @param |
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| 149 | vSpeed Speed of vertical (v-coord) scroll, in complete wraps per second |
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| 150 | */ |
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| 151 | Controller<Real>* createTextureVScroller(TextureUnitState* layer, Real vSpeed); |
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| 152 | |
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| 153 | /** Creates a basic time-based texture coordinate modifier designed for creating rotating textures. |
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| 154 | @return |
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| 155 | This simple method allows you to easily create constant-speed rotating textures. If you want more |
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| 156 | control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based |
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| 157 | scrollers / stretchers / rotaters. |
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| 158 | @param |
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| 159 | layer The texture layer to rotate. |
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| 160 | @param |
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| 161 | vSpeed Speed of rotation, in complete anticlockwise revolutions per second |
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| 162 | */ |
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| 163 | Controller<Real>* createTextureRotater(TextureUnitState* layer, Real speed); |
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| 164 | |
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| 165 | /** Creates a very flexible time-based texture transformation which can alter the scale, position or |
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| 166 | rotation of a texture based on a wave function. |
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| 167 | @param |
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| 168 | layer The texture layer to affect |
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| 169 | @param |
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| 170 | ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin) |
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| 171 | @param |
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| 172 | waveType The shape of the wave, see WaveformType enum for details |
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| 173 | @param |
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| 174 | base The base value of the output |
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| 175 | @param |
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| 176 | frequency The speed of the wave in cycles per second |
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| 177 | @param |
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| 178 | phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave |
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| 179 | @param |
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| 180 | amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects |
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| 181 | */ |
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| 182 | Controller<Real>* createTextureWaveTransformer(TextureUnitState* layer, TextureUnitState::TextureTransformType ttype, |
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| 183 | WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1); |
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| 184 | |
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| 185 | /** Creates a controller for passing a frame time value through to a vertex / fragment program parameter. |
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| 186 | @remarks |
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| 187 | The destination parameter is expected to be a float, and the '.x' attribute will be populated |
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| 188 | with the appropriately scaled time value. |
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| 189 | @param params The parameters to update |
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| 190 | @param paramIndex The index of the parameter to update; if you want a named parameter, then |
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| 191 | retrieve the index beforehand using GpuProgramParameters::getParamIndex |
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| 192 | @param factor The factor by which to adjust the time elapsed by before passing it to the program |
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| 193 | */ |
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| 194 | Controller<Real>* createGpuProgramTimerParam(GpuProgramParameters* params, size_t paramIndex, |
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| 195 | Real timeFactor = 1.0f); |
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| 196 | |
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| 197 | /** Removes & destroys the controller passed in as a pointer. |
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| 198 | */ |
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| 199 | void destroyController(Controller<Real>* controller); |
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| 200 | |
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| 201 | /** Return relative speed of time as perceived by time based controllers. |
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| 202 | @remarks |
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| 203 | See setTimeFactor for full information on the meaning of this value. |
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| 204 | */ |
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| 205 | Real getTimeFactor(void) const; |
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| 206 | |
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| 207 | /** Set the relative speed to update frame time based controllers. |
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| 208 | @remarks |
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| 209 | Normally any controllers which use time as an input (FrameTimeController) are updated |
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| 210 | automatically in line with the real passage of time. This method allows you to change |
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| 211 | that, so that controllers are told that the time is passing slower or faster than it |
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| 212 | actually is. Use this to globally speed up / slow down the effect of time-based controllers. |
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| 213 | @param tf The virtual speed of time (1.0 is real time). |
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| 214 | */ |
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| 215 | void setTimeFactor(Real tf); |
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| 216 | |
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| 217 | /** Gets the constant that is added to time lapsed between each frame. |
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| 218 | @remarks |
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| 219 | See setFrameDelay for full information on the meaning of this value. |
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| 220 | */ |
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| 221 | Real getFrameDelay(void) const; |
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| 222 | |
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| 223 | /** Sets a constant frame rate. |
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| 224 | @remarks |
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| 225 | This function is useful when rendering a sequence to |
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| 226 | files that should create a film clip with constant frame |
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| 227 | rate. |
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| 228 | It will ensure that scrolling textures and animations |
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| 229 | move at a constant frame rate. |
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| 230 | @param fd The delay in seconds wanted between each frame |
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| 231 | (1.0f / 25.0f means a seconds worth of animation is done |
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| 232 | in 25 frames). |
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| 233 | */ |
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| 234 | void setFrameDelay(Real fd); |
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| 235 | |
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| 236 | /** Return the elapsed time. |
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| 237 | @remarks |
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| 238 | See setElapsedTime for full information on the meaning of this value. |
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| 239 | */ |
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| 240 | Real getElapsedTime(void) const; |
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| 241 | |
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| 242 | /** Set the elapsed time. |
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| 243 | @remarks |
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| 244 | Normally elapsed time accumulated all frames time (which speed relative to time |
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| 245 | factor) since the rendering loop started. This method allows your to change that to |
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| 246 | special time, so some elapsed-time-based globally effect is repeatable. |
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| 247 | @param elapsedTime The new elapsed time |
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| 248 | */ |
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| 249 | void setElapsedTime(Real elapsedTime); |
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| 250 | |
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| 251 | /** Override standard Singleton retrieval. |
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| 252 | @remarks |
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| 253 | Why do we do this? Well, it's because the Singleton |
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| 254 | implementation is in a .h file, which means it gets compiled |
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| 255 | into anybody who includes it. This is needed for the |
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| 256 | Singleton template to work, but we actually only want it |
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| 257 | compiled into the implementation of the class based on the |
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| 258 | Singleton, not all of them. If we don't change this, we get |
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| 259 | link errors when trying to use the Singleton-based class from |
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| 260 | an outside dll. |
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| 261 | @par |
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| 262 | This method just delegates to the template version anyway, |
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| 263 | but the implementation stays in this single compilation unit, |
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| 264 | preventing link errors. |
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| 265 | */ |
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| 266 | static ControllerManager& getSingleton(void); |
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| 267 | /** Override standard Singleton retrieval. |
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| 268 | @remarks |
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| 269 | Why do we do this? Well, it's because the Singleton |
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| 270 | implementation is in a .h file, which means it gets compiled |
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| 271 | into anybody who includes it. This is needed for the |
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| 272 | Singleton template to work, but we actually only want it |
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| 273 | compiled into the implementation of the class based on the |
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| 274 | Singleton, not all of them. If we don't change this, we get |
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| 275 | link errors when trying to use the Singleton-based class from |
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| 276 | an outside dll. |
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| 277 | @par |
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| 278 | This method just delegates to the template version anyway, |
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| 279 | but the implementation stays in this single compilation unit, |
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| 280 | preventing link errors. |
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| 281 | */ |
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| 282 | static ControllerManager* getSingletonPtr(void); |
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| 283 | }; |
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| 284 | |
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| 285 | |
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| 286 | } |
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| 287 | #endif |
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