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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreRenderToVertexBuffer.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 5.2 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __RenderToVertexBuffer_H__
29#define __RenderToVertexBuffer_H__
30
31#include "OgrePrerequisites.h"
32#include "OgreMaterial.h"
33#include "OgreRenderOperation.h"
34
35namespace Ogre {
36        /** \addtogroup Core
37        *  @{
38        */
39        /** \addtogroup RenderSystem
40        *  @{
41        */
42        /**
43        An object which renders geometry to a vertex.
44    @remarks
45        This is especially useful together with geometry shaders, as you can
46        render procedural geometry which will get saved to a vertex buffer for
47        reuse later, without regenerating it again. You can also create shaders
48        that run on previous results of those shaders, creating stateful
49        shaders.
50    */
51    class _OgreExport RenderToVertexBuffer
52    {   
53    public:
54                /** C'tor */
55                RenderToVertexBuffer();
56                /** D'tor */
57        virtual ~RenderToVertexBuffer();
58
59        /**
60            Get the vertex declaration that the pass will output.
61        @remarks
62            Use this object to set the elements of the buffer. Object will calculate
63            buffers on its own. Only one source allowed!
64        */
65        VertexDeclaration* getVertexDeclaration();
66       
67        /**
68            Get the maximum number of vertices that the buffer will hold
69        */
70                unsigned int getMaxVertexCount() const { return mMaxVertexCount; }
71       
72        /**
73            Set the maximum number of vertices that the buffer will hold
74        */
75                void setMaxVertexCount(unsigned int maxVertexCount) { mMaxVertexCount = maxVertexCount; }
76
77        /**
78            What type of primitives does this object generate?
79        */
80                RenderOperation::OperationType getOperationType() const { return mOperationType; }
81
82        /**
83            Set the type of primitives that this object generates
84        */
85                void setOperationType(RenderOperation::OperationType operationType) { mOperationType = operationType; }
86
87        /**
88            Set whether this object resets its buffers each time it updates.
89        */
90                void setResetsEveryUpdate(bool resetsEveryUpdate) { mResetsEveryUpdate = resetsEveryUpdate; }
91
92        /**
93            Does this object reset its buffer each time it updates?
94        */
95                bool getResetsEveryUpdate() const { return mResetsEveryUpdate; }
96
97        /**
98            Get the render operation for this buffer
99        */
100        virtual void getRenderOperation(RenderOperation& op) = 0;
101
102        /**
103            Update the contents of this vertex buffer by rendering
104        */
105        virtual void update(SceneManager* sceneMgr) = 0;
106
107        /**
108            Reset the vertex buffer to the initial state. In the next update,
109            the source renderable will be used as input.
110        */
111                virtual void reset() { mResetRequested = true; }
112       
113        /**
114            Set the source renderable of this object. During the first (and
115            perhaps later) update of this object, this object's data will be
116            used as input)
117        */
118                void setSourceRenderable(Renderable* source) { mSourceRenderable = source; }
119
120        /**
121            Get the source renderable of this object
122        */
123                const Renderable* getSourceRenderable() const { return mSourceRenderable; }
124
125        /**
126            Get the material which is used to render the geometry into the
127            vertex buffer.
128        */
129                const MaterialPtr& getRenderToBufferMaterial() { return mMaterial; }
130
131        /**
132            Set the material name which is used to render the geometry into
133            the vertex buffer
134        */
135        void setRenderToBufferMaterialName(const String& materialName);
136    protected:
137        RenderOperation::OperationType mOperationType;
138        bool mResetsEveryUpdate;
139                bool mResetRequested;
140        MaterialPtr mMaterial;
141        Renderable* mSourceRenderable;
142                VertexData* mVertexData;
143                unsigned int mMaxVertexCount;
144    };
145
146        typedef SharedPtr<RenderToVertexBuffer> RenderToVertexBufferSharedPtr;
147        /** @} */
148        /** @} */
149}
150
151#endif
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