| [148] | 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) 2000-2013 Torus Knot Software Ltd | 
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 | 8 |  | 
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 | 9 | Permission is hereby granted, free of charge, to any person obtaining a copy | 
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 | 10 | of this software and associated documentation files (the "Software"), to deal | 
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 | 11 | in the Software without restriction, including without limitation the rights | 
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 | 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
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 | 13 | copies of the Software, and to permit persons to whom the Software is | 
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 | 14 | furnished to do so, subject to the following conditions: | 
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 | 15 |  | 
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 | 16 | The above copyright notice and this permission notice shall be included in | 
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 | 17 | all copies or substantial portions of the Software. | 
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 | 18 |  | 
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 | 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
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 | 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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 | 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
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 | 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
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 | 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
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 | 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
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 | 25 | THE SOFTWARE. | 
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 | 26 | ----------------------------------------------------------------------------- | 
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 | 27 | */ | 
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 | 28 | #ifndef __Renderable_H__ | 
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 | 29 | #define __Renderable_H__ | 
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 | 30 |  | 
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 | 31 | #include "OgrePrerequisites.h" | 
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 | 32 | #include "OgreCommon.h" | 
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 | 33 |  | 
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 | 34 | #include "OgreRenderOperation.h" | 
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 | 35 | #include "OgreMatrix4.h" | 
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 | 36 | #include "OgreMaterial.h" | 
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 | 37 | #include "OgrePlane.h" | 
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 | 38 | #include "OgreGpuProgram.h" | 
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 | 39 | #include "OgreVector4.h" | 
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 | 40 | #include "OgreException.h" | 
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 | 41 | #include "OgreUserObjectBindings.h" | 
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 | 42 | #include "OgreHeaderPrefix.h" | 
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 | 43 |  | 
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 | 44 | namespace Ogre { | 
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 | 45 |  | 
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 | 46 |     /** \addtogroup Core | 
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 | 47 |     *  @{ | 
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 | 48 |     */ | 
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 | 49 |     /** \addtogroup Scene | 
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 | 50 |     *  @{ | 
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 | 51 |     */ | 
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 | 52 |     /** Abstract class defining the interface all renderable objects must implement. | 
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 | 53 |     @remarks | 
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 | 54 |         This interface abstracts renderable discrete objects which will be queued in the render pipeline, | 
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 | 55 |         grouped by material. Classes implementing this interface must be based on a single material, a single | 
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 | 56 |         world matrix (or a collection of world matrices which are blended by weights), and must be  | 
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 | 57 |         renderable via a single render operation. | 
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 | 58 |     @par | 
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 | 59 |         Note that deciding whether to put these objects in the rendering pipeline is done from the more specific | 
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 | 60 |         classes e.g. entities. Only once it is decided that the specific class is to be rendered is the abstract version | 
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 | 61 |         created (could be more than one per visible object) and pushed onto the rendering queue. | 
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 | 62 |     */ | 
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 | 63 |     class _OgreExport Renderable | 
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 | 64 |     { | 
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 | 65 |     public: | 
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 | 66 |         /** An internal class that should be used only by a render system for internal use  | 
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 | 67 |         @remarks | 
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 | 68 |             This class was created so a render system can associate internal data to this class. | 
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 | 69 |             The need for this class started when the DX10 render system needed to save state objects. | 
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 | 70 |         */ | 
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 | 71 |         class RenderSystemData {};  | 
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 | 72 |     public: | 
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 | 73 |         Renderable() : mPolygonModeOverrideable(true), mUseIdentityProjection(false), mUseIdentityView(false), mRenderSystemData(NULL) {} | 
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 | 74 |         /** Virtual destructor needed as class has virtual methods. */ | 
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 | 75 |         virtual ~Renderable()  | 
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 | 76 |         { | 
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 | 77 |             if (mRenderSystemData) | 
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 | 78 |             { | 
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 | 79 |                 delete mRenderSystemData; | 
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 | 80 |                 mRenderSystemData = NULL; | 
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 | 81 |             } | 
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 | 82 |         } | 
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 | 83 |         /** Retrieves a weak reference to the material this renderable object uses. | 
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 | 84 |         @remarks | 
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 | 85 |             Note that the Renderable also has the option to override the getTechnique method | 
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 | 86 |             to specify a particular Technique to use instead of the best one available. | 
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 | 87 |         */ | 
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 | 88 |         virtual const MaterialPtr& getMaterial(void) const = 0; | 
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 | 89 |         /** Retrieves a pointer to the Material Technique this renderable object uses. | 
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 | 90 |         @remarks | 
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 | 91 |             This is to allow Renderables to use a chosen Technique if they wish, otherwise | 
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 | 92 |             they will use the best Technique available for the Material they are using. | 
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 | 93 |         */ | 
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 | 94 |         virtual Technique* getTechnique(void) const { return getMaterial()->getBestTechnique(0, this); } | 
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 | 95 |         /** Gets the render operation required to send this object to the frame buffer. | 
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 | 96 |         */ | 
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 | 97 |         virtual void getRenderOperation(RenderOperation& op) = 0; | 
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 | 98 |  | 
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 | 99 |         /** Called just prior to the Renderable being rendered.  | 
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 | 100 |         @remarks | 
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 | 101 |             OGRE is a queued renderer, so the actual render commands are executed  | 
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 | 102 |             at a later time than the point at which an object is discovered to be | 
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 | 103 |             visible. This allows ordering & grouping of renders without the discovery | 
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 | 104 |             process having to be aware of it. It also means OGRE uses declarative | 
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 | 105 |             render information rather than immediate mode rendering - this is very useful | 
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 | 106 |             in that certain effects and processes can automatically be applied to  | 
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 | 107 |             a wide range of scenes, but the downside is that special cases are | 
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 | 108 |             more difficult to handle, because there is not the declared state to  | 
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 | 109 |             cope with it.  | 
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 | 110 |         @par | 
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 | 111 |             This method allows a Renderable to do something special at the actual | 
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 | 112 |             point of rendering if it wishes to. When this method is called, all the | 
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 | 113 |             material render state as declared by this Renderable has already been set,  | 
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 | 114 |             all that is left to do is to bind the buffers and perform the render.  | 
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 | 115 |             The Renderable may modify render state itself if it wants to (and restore it in the  | 
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 | 116 |             postRender call) before the automated render happens, or by returning | 
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 | 117 |             'false' from this method can actually suppress the automatic render | 
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 | 118 |             and perform one of its own. | 
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 | 119 |         @return | 
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 | 120 |             true if the automatic render should proceed, false to skip it on  | 
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 | 121 |             the assumption that the Renderable has done it manually. | 
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 | 122 |         */ | 
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 | 123 |         virtual bool preRender(SceneManager* sm, RenderSystem* rsys) | 
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 | 124 |                 { (void)sm; (void)rsys; return true; } | 
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 | 125 |  | 
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 | 126 |         /** Called immediately after the Renderable has been rendered.  | 
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 | 127 |         */ | 
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 | 128 |         virtual void postRender(SceneManager* sm, RenderSystem* rsys) | 
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 | 129 |                 { (void)sm; (void)rsys; } | 
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 | 130 |  | 
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 | 131 |         /** Gets the world transform matrix / matrices for this renderable object. | 
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 | 132 |         @remarks | 
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 | 133 |             If the object has any derived transforms, these are expected to be up to date as long as | 
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 | 134 |             all the SceneNode structures have been updated before this is called. | 
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 | 135 |         @par | 
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 | 136 |             This method will populate transform with 1 matrix if it does not use vertex blending. If it | 
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 | 137 |             does use vertex blending it will fill the passed in pointer with an array of matrices, | 
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 | 138 |             the length being the value returned from getNumWorldTransforms. | 
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 | 139 |         @note | 
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 | 140 |             Internal Ogre never supports non-affine matrix for world transform matrix/matrices, | 
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 | 141 |             the behavior is undefined if returns non-affine matrix here. @see Matrix4::isAffine. | 
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 | 142 |         */ | 
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 | 143 |         virtual void getWorldTransforms(Matrix4* xform) const = 0; | 
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 | 144 |  | 
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 | 145 |         /** Returns the number of world transform matrices this renderable requires. | 
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 | 146 |         @remarks | 
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 | 147 |             When a renderable uses vertex blending, it uses multiple world matrices instead of a single | 
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 | 148 |             one. Each vertex sent to the pipeline can reference one or more matrices in this list | 
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 | 149 |             with given weights. | 
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 | 150 |             If a renderable does not use vertex blending this method returns 1, which is the default for  | 
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 | 151 |             simplicity. | 
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 | 152 |         */ | 
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 | 153 |         virtual unsigned short getNumWorldTransforms(void) const { return 1; } | 
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 | 154 |  | 
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 | 155 |         /** Sets whether or not to use an 'identity' projection. | 
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 | 156 |         @remarks | 
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 | 157 |             Usually Renderable objects will use a projection matrix as determined | 
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 | 158 |             by the active camera. However, if they want they can cancel this out | 
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 | 159 |             and use an identity projection, which effectively projects in 2D using | 
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 | 160 |             a {-1, 1} view space. Useful for overlay rendering. Normal renderables | 
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 | 161 |             need not change this. The default is false. | 
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 | 162 |         @see Renderable::getUseIdentityProjection | 
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 | 163 |         */ | 
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 | 164 |         void setUseIdentityProjection(bool useIdentityProjection) | 
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 | 165 |         { | 
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 | 166 |             mUseIdentityProjection = useIdentityProjection; | 
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 | 167 |         } | 
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 | 168 |  | 
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 | 169 |         /** Returns whether or not to use an 'identity' projection. | 
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 | 170 |         @remarks | 
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 | 171 |             Usually Renderable objects will use a projection matrix as determined | 
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 | 172 |             by the active camera. However, if they want they can cancel this out | 
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 | 173 |             and use an identity projection, which effectively projects in 2D using | 
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 | 174 |             a {-1, 1} view space. Useful for overlay rendering. Normal renderables | 
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 | 175 |             need not change this. | 
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 | 176 |         @see Renderable::setUseIdentityProjection | 
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 | 177 |         */ | 
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 | 178 |         bool getUseIdentityProjection(void) const { return mUseIdentityProjection; } | 
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 | 179 |  | 
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 | 180 |         /** Sets whether or not to use an 'identity' view. | 
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 | 181 |         @remarks | 
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 | 182 |             Usually Renderable objects will use a view matrix as determined | 
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 | 183 |             by the active camera. However, if they want they can cancel this out | 
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 | 184 |             and use an identity matrix, which means all geometry is assumed | 
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 | 185 |             to be relative to camera space already. Useful for overlay rendering.  | 
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 | 186 |             Normal renderables need not change this. The default is false. | 
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 | 187 |         @see Renderable::getUseIdentityView | 
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 | 188 |         */ | 
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 | 189 |         void setUseIdentityView(bool useIdentityView) | 
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 | 190 |         { | 
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 | 191 |             mUseIdentityView = useIdentityView; | 
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 | 192 |         } | 
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 | 193 |  | 
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 | 194 |         /** Returns whether or not to use an 'identity' view. | 
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 | 195 |         @remarks | 
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 | 196 |             Usually Renderable objects will use a view matrix as determined | 
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 | 197 |             by the active camera. However, if they want they can cancel this out | 
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 | 198 |             and use an identity matrix, which means all geometry is assumed | 
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 | 199 |             to be relative to camera space already. Useful for overlay rendering.  | 
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 | 200 |             Normal renderables need not change this. | 
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 | 201 |         @see Renderable::setUseIdentityView | 
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 | 202 |         */ | 
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 | 203 |         bool getUseIdentityView(void) const { return mUseIdentityView; } | 
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 | 204 |  | 
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 | 205 |         /** Returns the camera-relative squared depth of this renderable. | 
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 | 206 |         @remarks | 
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 | 207 |             Used to sort transparent objects. Squared depth is used rather than | 
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 | 208 |             actual depth to avoid having to perform a square root on the result. | 
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 | 209 |         */ | 
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 | 210 |         virtual Real getSquaredViewDepth(const Camera* cam) const = 0; | 
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 | 211 |  | 
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 | 212 |         /** Gets a list of lights, ordered relative to how close they are to this renderable. | 
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 | 213 |         @remarks | 
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 | 214 |             Directional lights, which have no position, will always be first on this list. | 
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 | 215 |         */ | 
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 | 216 |         virtual const LightList& getLights(void) const = 0; | 
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 | 217 |  | 
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 | 218 |         /** Method which reports whether this renderable would normally cast a | 
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 | 219 |             shadow.  | 
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 | 220 |         @remarks | 
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 | 221 |             Subclasses should override this if they could have been used to  | 
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 | 222 |             generate a shadow. | 
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 | 223 |         */ | 
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 | 224 |         virtual bool getCastsShadows(void) const { return false; } | 
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 | 225 |  | 
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 | 226 |         /** Sets a custom parameter for this Renderable, which may be used to  | 
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 | 227 |             drive calculations for this specific Renderable, like GPU program parameters. | 
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 | 228 |         @remarks | 
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 | 229 |             Calling this method simply associates a numeric index with a 4-dimensional | 
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 | 230 |             value for this specific Renderable. This is most useful if the material | 
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 | 231 |             which this Renderable uses a vertex or fragment program, and has an  | 
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 | 232 |             ACT_CUSTOM parameter entry. This parameter entry can refer to the | 
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 | 233 |             index you specify as part of this call, thereby mapping a custom | 
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 | 234 |             parameter for this renderable to a program parameter. | 
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 | 235 |         @param index The index with which to associate the value. Note that this | 
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 | 236 |             does not have to start at 0, and can include gaps. It also has no direct | 
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 | 237 |             correlation with a GPU program parameter index - the mapping between the | 
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 | 238 |             two is performed by the ACT_CUSTOM entry, if that is used. | 
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 | 239 |         @param value The value to associate. | 
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 | 240 |         */ | 
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 | 241 |         void setCustomParameter(size_t index, const Vector4& value)  | 
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 | 242 |         { | 
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 | 243 |             mCustomParameters[index] = value; | 
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 | 244 |         } | 
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 | 245 |  | 
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 | 246 |         /** Removes a custom value which is associated with this Renderable at the given index. | 
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 | 247 |         @param index Index of the parameter to remove. | 
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 | 248 |             @see setCustomParameter for full details. | 
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 | 249 |         */ | 
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 | 250 |         void removeCustomParameter(size_t index) | 
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 | 251 |         { | 
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 | 252 |             mCustomParameters.erase(index); | 
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 | 253 |         } | 
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 | 254 |  | 
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 | 255 |         /** Checks whether a custom value is associated with this Renderable at the given index. | 
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 | 256 |         @param index Index of the parameter to check for existence. | 
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 | 257 |             @see setCustomParameter for full details. | 
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 | 258 |         */ | 
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 | 259 |         bool hasCustomParameter(size_t index) const | 
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 | 260 |         { | 
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 | 261 |             return mCustomParameters.find(index) != mCustomParameters.end(); | 
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 | 262 |         } | 
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 | 263 |  | 
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 | 264 |         /** Gets the custom value associated with this Renderable at the given index. | 
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 | 265 |         @param index Index of the parameter to retrieve. | 
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 | 266 |             @see setCustomParameter for full details. | 
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 | 267 |         */ | 
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 | 268 |         const Vector4& getCustomParameter(size_t index) const | 
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 | 269 |         { | 
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 | 270 |             CustomParameterMap::const_iterator i = mCustomParameters.find(index); | 
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 | 271 |             if (i != mCustomParameters.end()) | 
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 | 272 |             { | 
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 | 273 |                 return i->second; | 
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 | 274 |             } | 
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 | 275 |             else | 
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 | 276 |             { | 
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 | 277 |                 OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,  | 
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 | 278 |                     "Parameter at the given index was not found.", | 
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 | 279 |                     "Renderable::getCustomParameter"); | 
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 | 280 |             } | 
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 | 281 |         } | 
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 | 282 |  | 
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 | 283 |         /** Update a custom GpuProgramParameters constant which is derived from  | 
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 | 284 |             information only this Renderable knows. | 
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 | 285 |         @remarks | 
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 | 286 |             This method allows a Renderable to map in a custom GPU program parameter | 
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 | 287 |             based on it's own data. This is represented by a GPU auto parameter | 
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 | 288 |             of ACT_CUSTOM, and to allow there to be more than one of these per | 
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 | 289 |             Renderable, the 'data' field on the auto parameter will identify | 
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 | 290 |             which parameter is being updated. The implementation of this method | 
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 | 291 |             must identify the parameter being updated, and call a 'setConstant'  | 
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 | 292 |             method on the passed in GpuProgramParameters object, using the details | 
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 | 293 |             provided in the incoming auto constant setting to identify the index | 
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 | 294 |             at which to set the parameter. | 
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 | 295 |         @par | 
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 | 296 |             You do not need to override this method if you're using the standard | 
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 | 297 |             sets of data associated with the Renderable as provided by setCustomParameter | 
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 | 298 |             and getCustomParameter. By default, the implementation will map from the | 
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 | 299 |             value indexed by the 'constantEntry.data' parameter to a value previously | 
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 | 300 |             set by setCustomParameter. But custom Renderables are free to override | 
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 | 301 |             this if they want, in any case. | 
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 | 302 |         @param constantEntry The auto constant entry referring to the parameter | 
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 | 303 |             being updated | 
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 | 304 |         @param params The parameters object which this method should call to  | 
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 | 305 |             set the updated parameters. | 
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 | 306 |         */ | 
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 | 307 |         virtual void _updateCustomGpuParameter( | 
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 | 308 |             const GpuProgramParameters::AutoConstantEntry& constantEntry, | 
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 | 309 |             GpuProgramParameters* params) const | 
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 | 310 |         { | 
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 | 311 |             CustomParameterMap::const_iterator i = mCustomParameters.find(constantEntry.data); | 
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 | 312 |             if (i != mCustomParameters.end()) | 
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 | 313 |             { | 
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 | 314 |                 params->_writeRawConstant(constantEntry.physicalIndex, i->second,  | 
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 | 315 |                     constantEntry.elementCount); | 
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 | 316 |             } | 
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 | 317 |         } | 
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 | 318 |  | 
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 | 319 |         /** Sets whether this renderable's chosen detail level can be | 
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 | 320 |             overridden (downgraded) by the camera setting.  | 
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 | 321 |         @param override true means that a lower camera detail will override this | 
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 | 322 |             renderables detail level, false means it won't. | 
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 | 323 |         */ | 
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 | 324 |         virtual void setPolygonModeOverrideable(bool override) | 
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 | 325 |         { | 
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 | 326 |             mPolygonModeOverrideable = override; | 
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 | 327 |         } | 
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 | 328 |  | 
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 | 329 |         /** Gets whether this renderable's chosen detail level can be | 
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 | 330 |             overridden (downgraded) by the camera setting.  | 
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 | 331 |         */ | 
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 | 332 |         virtual bool getPolygonModeOverrideable(void) const | 
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 | 333 |         { | 
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 | 334 |             return mPolygonModeOverrideable; | 
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 | 335 |         } | 
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 | 336 |  | 
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 | 337 |         /** @deprecated use UserObjectBindings::setUserAny via getUserObjectBindings() instead. | 
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 | 338 |             Sets any kind of user value on this object. | 
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 | 339 |         @remarks | 
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 | 340 |             This method allows you to associate any user value you like with  | 
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 | 341 |             this Renderable. This can be a pointer back to one of your own | 
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 | 342 |             classes for instance. | 
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 | 343 |         */ | 
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 | 344 |         OGRE_DEPRECATED virtual void setUserAny(const Any& anything) { getUserObjectBindings().setUserAny(anything); } | 
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 | 345 |  | 
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 | 346 |         /** @deprecated use UserObjectBindings::getUserAny via getUserObjectBindings() instead. | 
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 | 347 |             Retrieves the custom user value associated with this object. | 
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 | 348 |         */ | 
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 | 349 |         OGRE_DEPRECATED virtual const Any& getUserAny(void) const { return getUserObjectBindings().getUserAny(); } | 
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 | 350 |  | 
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 | 351 |         /** Return an instance of user objects binding associated with this class. | 
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 | 352 |             You can use it to associate one or more custom objects with this class instance. | 
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 | 353 |         @see UserObjectBindings::setUserAny. | 
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 | 354 |         */ | 
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 | 355 |         UserObjectBindings&     getUserObjectBindings() { return mUserObjectBindings; } | 
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 | 356 |  | 
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 | 357 |         /** Return an instance of user objects binding associated with this class. | 
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 | 358 |             You can use it to associate one or more custom objects with this class instance. | 
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 | 359 |         @see UserObjectBindings::setUserAny. | 
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 | 360 |         */ | 
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 | 361 |         const UserObjectBindings& getUserObjectBindings() const { return mUserObjectBindings; } | 
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 | 362 |  | 
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 | 363 |  | 
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 | 364 |         /** Visitor object that can be used to iterate over a collection of Renderable | 
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 | 365 |             instances abstractly. | 
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 | 366 |         @remarks | 
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 | 367 |             Different scene objects use Renderable differently; some will have a  | 
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 | 368 |             single Renderable, others will have many. This visitor interface allows | 
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 | 369 |             classes using Renderable to expose a clean way for external code to | 
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 | 370 |             get access to the contained Renderable instance(s) that it will | 
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 | 371 |             eventually add to the render queue. | 
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 | 372 |         @par | 
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 | 373 |             To actually have this method called, you have to call a method on the | 
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 | 374 |             class containing the Renderable instances. One example is  | 
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 | 375 |             MovableObject::visitRenderables. | 
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 | 376 |         */ | 
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 | 377 |         class Visitor | 
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 | 378 |         { | 
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 | 379 |         public: | 
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 | 380 |             /** Virtual destructor needed as class has virtual methods. */ | 
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 | 381 |             virtual ~Visitor() { } | 
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 | 382 |             /** Generic visitor method.  | 
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 | 383 |             @param rend The Renderable instance being visited | 
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 | 384 |             @param lodIndex The LOD index to which this Renderable belongs. Some | 
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 | 385 |                 objects support LOD and this will tell you whether the Renderable | 
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 | 386 |                 you're looking at is from the top LOD (0) or otherwise | 
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 | 387 |             @param isDebug Whether this is a debug renderable or not. | 
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 | 388 |             @param pAny Optional pointer to some additional data that the class | 
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 | 389 |                 calling the visitor may populate if it chooses to. | 
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 | 390 |             */ | 
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 | 391 |             virtual void visit(Renderable* rend, ushort lodIndex, bool isDebug,  | 
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 | 392 |                 Any* pAny = 0) = 0; | 
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 | 393 |         }; | 
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 | 394 |  | 
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 | 395 |         /** Gets RenderSystem private data | 
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 | 396 |         @remarks | 
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 | 397 |             This should only be used by a RenderSystem | 
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 | 398 |         */ | 
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 | 399 |         virtual RenderSystemData * getRenderSystemData() const  | 
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 | 400 |         {  | 
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 | 401 |             return mRenderSystemData;  | 
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 | 402 |         } | 
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 | 403 |         /** Sets RenderSystem private data | 
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 | 404 |         @remarks | 
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 | 405 |             This should only be used by a RenderSystem | 
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 | 406 |         */ | 
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 | 407 |         virtual void setRenderSystemData(RenderSystemData * val) const | 
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 | 408 |         {  | 
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 | 409 |             mRenderSystemData = val;  | 
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 | 410 |         } | 
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 | 411 |  | 
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 | 412 |  | 
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 | 413 |     protected: | 
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 | 414 |         typedef map<size_t, Vector4>::type CustomParameterMap; | 
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 | 415 |         CustomParameterMap mCustomParameters; | 
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 | 416 |         bool mPolygonModeOverrideable; | 
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 | 417 |         bool mUseIdentityProjection; | 
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 | 418 |         bool mUseIdentityView; | 
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 | 419 |         UserObjectBindings mUserObjectBindings;      /// User objects binding. | 
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 | 420 |         mutable RenderSystemData * mRenderSystemData;/// This should be used only by a render system for internal use | 
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 | 421 |     }; | 
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 | 422 |  | 
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 | 423 |     /** @} */ | 
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 | 424 |     /** @} */ | 
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 | 425 |  | 
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 | 426 | } // namespace Ogre | 
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 | 427 |  | 
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 | 428 | #include "OgreHeaderSuffix.h" | 
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 | 429 |  | 
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 | 430 | #endif //__Renderable_H__ | 
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