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source: downloads/OgreMain/include/OgreShadowTextureManager.h @ 3

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1/*-------------------------------------------------------------------------
2This source file is a part of OGRE
3(Object-oriented Graphics Rendering Engine)
4
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This library is free software; you can redistribute it and/or modify it
11under the terms of the GNU Lesser General Public License (LGPL) as
12published by the Free Software Foundation; either version 2.1 of the
13License, or (at your option) any later version.
14
15This library is distributed in the hope that it will be useful, but
16WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
17or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public
18License for more details.
19
20You should have received a copy of the GNU Lesser General Public License
21along with this library; if not, write to the Free Software Foundation,
22Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA or go to
23http://www.gnu.org/copyleft/lesser.txt
24
25You may alternatively use this source under the terms of a specific version of
26the OGRE Unrestricted License provided you have obtained such a license from
27Torus Knot Software Ltd.
28-------------------------------------------------------------------------*/
29#ifndef __ShadowTextureManager_H__
30#define __ShadowTextureManager_H__
31
32// Precompiler options
33#include "OgrePrerequisites.h"
34#include "OgreSingleton.h"
35#include "OgrePixelFormat.h"
36#include "OgreTexture.h"
37#include "OgreIteratorWrappers.h"
38
39
40namespace Ogre
41{
42        typedef std::vector<TexturePtr> ShadowTextureList;
43
44        /** Structure containing the configuration for one shadow texture. */
45        struct ShadowTextureConfig
46        {
47                unsigned int width;
48                unsigned int height;
49                PixelFormat format;
50
51                ShadowTextureConfig()
52                        : width(512), height(512), format(PF_X8R8G8B8) {}
53        };
54
55        typedef std::vector<ShadowTextureConfig> ShadowTextureConfigList;
56        typedef ConstVectorIterator<ShadowTextureConfigList> ConstShadowTextureConfigIterator;
57
58        inline _OgreExport bool operator== ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs );
59        inline _OgreExport bool operator!= ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs );
60
61
62        /** Class to manage the available shadow textures which may be shared between
63                many SceneManager instances if formats agree.
64        @remarks
65                The management of the list of shadow textures has been separated out into
66                a dedicated class to enable the clean management of shadow textures
67                across many scene manager instances. Where multiple scene managers are
68                used with shadow textures, the configuration of those shadows may or may
69                not be consistent - if it is, it is good to centrally manage the textures
70                so that creation and destruction responsibility is clear.
71        */
72        class _OgreExport ShadowTextureManager : public Singleton<ShadowTextureManager>
73        {
74        protected:
75                ShadowTextureList mTextureList;
76                ShadowTextureList mNullTextureList;
77                size_t mCount;
78
79        public:
80                ShadowTextureManager();
81                virtual ~ShadowTextureManager();
82
83                /** Populate an incoming list with shadow texture references as requested
84                        in the configuration list.
85                */
86                virtual void getShadowTextures(const ShadowTextureConfigList& config, 
87                        ShadowTextureList& listToPopulate);
88
89                /** Get an appropriately defined 'null' texture, ie one which will always
90                        result in no shadows.
91                */
92                virtual TexturePtr getNullShadowTexture(PixelFormat format);
93
94                /** Remove any shadow textures that are no longer being referenced.
95                @remarks
96                        This should be called fairly regularly since references may take a
97                        little while to disappear in some cases (if referenced by materials)
98                */
99                virtual void clearUnused();
100                /** Dereference all the shadow textures kept in this class and remove them
101                        from TextureManager; note that it is up to the SceneManagers to clear
102                        their local references.
103                */
104                virtual void clear();
105
106        /** Override standard Singleton retrieval.
107        @remarks
108        Why do we do this? Well, it's because the Singleton
109        implementation is in a .h file, which means it gets compiled
110        into anybody who includes it. This is needed for the
111        Singleton template to work, but we actually only want it
112        compiled into the implementation of the class based on the
113        Singleton, not all of them. If we don't change this, we get
114        link errors when trying to use the Singleton-based class from
115        an outside dll.
116        @par
117        This method just delegates to the template version anyway,
118        but the implementation stays in this single compilation unit,
119        preventing link errors.
120        */
121        static ShadowTextureManager& getSingleton(void);
122        /** Override standard Singleton retrieval.
123        @remarks
124        Why do we do this? Well, it's because the Singleton
125        implementation is in a .h file, which means it gets compiled
126        into anybody who includes it. This is needed for the
127        Singleton template to work, but we actually only want it
128        compiled into the implementation of the class based on the
129        Singleton, not all of them. If we don't change this, we get
130        link errors when trying to use the Singleton-based class from
131        an outside dll.
132        @par
133        This method just delegates to the template version anyway,
134        but the implementation stays in this single compilation unit,
135        preventing link errors.
136        */
137        static ShadowTextureManager* getSingletonPtr(void);
138
139        };
140
141}
142
143
144#endif
145
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