/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __ROOT__ #define __ROOT__ // Precompiler options #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreString.h" #include "OgreSceneManagerEnumerator.h" #include "OgreResourceGroupManager.h" #include "OgreLodStrategyManager.h" #include "OgreWorkQueue.h" #if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID #include "Android/OgreAndroidLogListener.h" #endif #include namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup General * @{ */ typedef vector::type RenderSystemList; /** The root class of the Ogre system. @remarks The Ogre::Root class represents a starting point for the client application. From here, the application can gain access to the fundamentals of the system, namely the rendering systems available, management of saved configurations, logging, and access to other classes in the system. Acts as a hub from which all other objects may be reached. An instance of Root must be created before any other Ogre operations are called. Once an instance has been created, the same instance is accessible throughout the life of that object by using Root::getSingleton (as a reference) or Root::getSingletonPtr (as a pointer). */ class _OgreExport Root : public Singleton, public RootAlloc { // To allow update of active renderer if // RenderSystem::initialise is used directly friend class RenderSystem; protected: RenderSystemList mRenderers; RenderSystem* mActiveRenderer; String mVersion; String mConfigFileName; bool mQueuedEnd; /// In case multiple render windows are created, only once are the resources loaded. bool mFirstTimePostWindowInit; // Singletons LogManager* mLogManager; ControllerManager* mControllerManager; SceneManagerEnumerator* mSceneManagerEnum; typedef deque::type SceneManagerStack; SceneManagerStack mSceneManagerStack; DynLibManager* mDynLibManager; ArchiveManager* mArchiveManager; MaterialManager* mMaterialManager; MeshManager* mMeshManager; ParticleSystemManager* mParticleManager; SkeletonManager* mSkeletonManager; ArchiveFactory *mZipArchiveFactory; ArchiveFactory *mEmbeddedZipArchiveFactory; ArchiveFactory *mFileSystemArchiveFactory; #if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID AndroidLogListener* mAndroidLogger; #endif ResourceGroupManager* mResourceGroupManager; ResourceBackgroundQueue* mResourceBackgroundQueue; ShadowTextureManager* mShadowTextureManager; RenderSystemCapabilitiesManager* mRenderSystemCapabilitiesManager; ScriptCompilerManager *mCompilerManager; LodStrategyManager *mLodStrategyManager; PMWorker* mPMWorker; PMInjector* mPMInjector; Timer* mTimer; RenderWindow* mAutoWindow; Profiler* mProfiler; HighLevelGpuProgramManager* mHighLevelGpuProgramManager; ExternalTextureSourceManager* mExternalTextureSourceManager; CompositorManager* mCompositorManager; unsigned long mNextFrame; Real mFrameSmoothingTime; bool mRemoveQueueStructuresOnClear; Real mDefaultMinPixelSize; public: typedef vector::type PluginLibList; typedef vector::type PluginInstanceList; protected: /// List of plugin DLLs loaded PluginLibList mPluginLibs; /// List of Plugin instances registered PluginInstanceList mPlugins; typedef map::type MovableObjectFactoryMap; MovableObjectFactoryMap mMovableObjectFactoryMap; uint32 mNextMovableObjectTypeFlag; // stock movable factories MovableObjectFactory* mEntityFactory; MovableObjectFactory* mLightFactory; MovableObjectFactory* mBillboardSetFactory; MovableObjectFactory* mManualObjectFactory; MovableObjectFactory* mBillboardChainFactory; MovableObjectFactory* mRibbonTrailFactory; typedef map::type RenderQueueInvocationSequenceMap; RenderQueueInvocationSequenceMap mRQSequenceMap; /// Are we initialised yet? bool mIsInitialised; WorkQueue* mWorkQueue; ///Tells whether blend indices information needs to be passed to the GPU bool mIsBlendIndicesGpuRedundant; ///Tells whether blend weights information needs to be passed to the GPU bool mIsBlendWeightsGpuRedundant; /** Method reads a plugins configuration file and instantiates all plugins. @param pluginsfile The file that contains plugins information. Defaults to "plugins.cfg" in release and to "plugins_d.cfg" in debug build. */ void loadPlugins(const String& pluginsfile = "plugins" OGRE_BUILD_SUFFIX ".cfg"); /** Initialise all loaded plugins - allows plugins to perform actions once the renderer is initialised. */ void initialisePlugins(); /** Shuts down all loaded plugins - allows things to be tidied up whilst all plugins are still loaded. */ void shutdownPlugins(); /** Unloads all loaded plugins. */ void unloadPlugins(); /// Internal method for one-time tasks after first window creation void oneTimePostWindowInit(void); /** Set of registered frame listeners */ set::type mFrameListeners; /** Set of frame listeners marked for removal and addition*/ set::type mRemovedFrameListeners; set::type mAddedFrameListeners; void _syncAddedRemovedFrameListeners(); /** Indicates the type of event to be considered by calculateEventTime(). */ enum FrameEventTimeType { FETT_ANY = 0, FETT_STARTED = 1, FETT_QUEUED = 2, FETT_ENDED = 3, FETT_COUNT = 4 }; /// Contains the times of recently fired events typedef deque::type EventTimesQueue; EventTimesQueue mEventTimes[FETT_COUNT]; /** Internal method for calculating the average time between recently fired events. @param now The current time in ms. @param type The type of event to be considered. */ Real calculateEventTime(unsigned long now, FrameEventTimeType type); /** Update a set of event times (note, progressive, only call once for each type per frame) */ void populateFrameEvent(FrameEventTimeType type, FrameEvent& evtToUpdate); public: /** Constructor @param pluginFileName The file that contains plugins information. Defaults to "plugins.cfg" in release build and to "plugins_d.cfg" in debug build. May be left blank to ignore. @param configFileName The file that contains the configuration to be loaded. Defaults to "ogre.cfg", may be left blank to load nothing. @param logFileName The logfile to create, defaults to Ogre.log, may be left blank if you've already set up LogManager & Log yourself */ Root(const String& pluginFileName = "plugins" OGRE_BUILD_SUFFIX ".cfg", const String& configFileName = "ogre.cfg", const String& logFileName = "Ogre.log"); ~Root(); /** Saves the details of the current configuration @remarks Stores details of the current configuration so it may be restored later on. */ void saveConfig(void); /** Checks for saved video/sound/etc settings @remarks This method checks to see if there is a valid saved configuration from a previous run. If there is, the state of the system will be restored to that configuration. @return If a valid configuration was found, true is returned. @par If there is no saved configuration, or if the system failed with the last config settings, false is returned. */ bool restoreConfig(void); /** Displays a dialog asking the user to choose system settings. @remarks This method displays the default dialog allowing the user to choose the rendering system, video mode etc. If there is are any settings saved already, they will be restored automatically before displaying the dialogue. When the user accepts a group of settings, this will automatically call Root::setRenderSystem, RenderSystem::setConfigOption and Root::saveConfig with the user's choices. This is the easiest way to get the system configured. @return If the user clicked 'Ok', true is returned. @par If they clicked 'Cancel' (in which case the app should strongly consider terminating), false is returned. */ bool showConfigDialog(void); /** Adds a new rendering subsystem to the list of available renderers. @remarks Intended for use by advanced users and plugin writers only! Calling this method with a pointer to a valid RenderSystem (subclass) adds a rendering API implementation to the list of available ones. Typical examples would be an OpenGL implementation and a Direct3D implementation. @note
This should usually be called from the dllStartPlugin() function of an extension plug-in. */ void addRenderSystem(RenderSystem* newRend); /** Retrieve a list of the available render systems. @remarks Retrieves a pointer to the list of available renderers as a list of RenderSystem subclasses. Can be used to build a custom settings dialog. */ const RenderSystemList& getAvailableRenderers(void); /** Retrieve a pointer to the render system by the given name @param name Name of the render system intend to retrieve. @return A pointer to the render system, NULL if no found. */ RenderSystem* getRenderSystemByName(const String& name); /** Sets the rendering subsystem to be used. @remarks This method indicates to OGRE which rendering system is to be used (e.g. Direct3D, OpenGL etc). This is called automatically by the default config dialog, and when settings are restored from a previous configuraion. If used manually it could be used to set the renderer from a custom settings dialog. Once this has been done, the renderer can be initialised using Root::initialise. @par This method is also called by render systems if they are initialised directly. @param system Pointer to the render system to use. @see RenderSystem */ void setRenderSystem(RenderSystem* system); /** Retrieve a pointer to the currently selected render system. */ RenderSystem* getRenderSystem(void); /** Initialises the renderer. @remarks This method can only be called after a renderer has been selected with Root::setRenderSystem, and it will initialise the selected rendering system ready for use. @param autoCreateWindow If true, a rendering window will automatically be created (saving a call to Root::createRenderWindow). The window will be created based on the options currently set on the render system. @return A pointer to the automatically created window, if requested, otherwise NULL. */ RenderWindow* initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window", const String& customCapabilitiesConfig = StringUtil::BLANK); /** Returns whether the system is initialised or not. */ bool isInitialised(void) const { return mIsInitialised; } /** Requests active RenderSystem to use custom RenderSystemCapabilities @remarks This is useful for testing how the RenderSystem would behave on a machine with less advanced GPUs. This method MUST be called before creating the first RenderWindow */ void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities); /** Get whether the entire render queue structure should be emptied on clearing, or whether just the objects themselves should be cleared. */ bool getRemoveRenderQueueStructuresOnClear() const { return mRemoveQueueStructuresOnClear; } /** Set whether the entire render queue structure should be emptied on clearing, or whether just the objects themselves should be cleared. */ void setRemoveRenderQueueStructuresOnClear(bool r) { mRemoveQueueStructuresOnClear = r; } /** Register a new SceneManagerFactory, a factory object for creating instances of specific SceneManagers. @remarks Plugins should call this to register as new SceneManager providers. */ void addSceneManagerFactory(SceneManagerFactory* fact); /** Unregister a SceneManagerFactory. */ void removeSceneManagerFactory(SceneManagerFactory* fact); /** Get more information about a given type of SceneManager. @remarks The metadata returned tells you a few things about a given type of SceneManager, which can be created using a factory that has been registered already. @param typeName The type name of the SceneManager you want to enquire on. If you don't know the typeName already, you can iterate over the metadata for all types using getMetaDataIterator. */ const SceneManagerMetaData* getSceneManagerMetaData(const String& typeName) const; /** Iterate over all types of SceneManager available for construction, providing some information about each one. */ SceneManagerEnumerator::MetaDataIterator getSceneManagerMetaDataIterator(void) const; /** Create a SceneManager instance of a given type. @remarks You can use this method to create a SceneManager instance of a given specific type. You may know this type already, or you may have discovered it by looking at the results from getMetaDataIterator. @note This method throws an exception if the named type is not found. @param typeName String identifying a unique SceneManager type @param instanceName Optional name to given the new instance that is created. If you leave this blank, an auto name will be assigned. */ SceneManager* createSceneManager(const String& typeName, const String& instanceName = StringUtil::BLANK); /** Create a SceneManager instance based on scene type support. @remarks Creates an instance of a SceneManager which supports the scene types identified in the parameter. If more than one type of SceneManager has been registered as handling that combination of scene types, in instance of the last one registered is returned. @note This method always succeeds, if a specific scene manager is not found, the default implementation is always returned. @param typeMask A mask containing one or more SceneType flags @param instanceName Optional name to given the new instance that is created. If you leave this blank, an auto name will be assigned. */ SceneManager* createSceneManager(SceneTypeMask typeMask, const String& instanceName = StringUtil::BLANK); /** Destroy an instance of a SceneManager. */ void destroySceneManager(SceneManager* sm); /** Get an existing SceneManager instance that has already been created, identified by the instance name. @param instanceName The name of the instance to retrieve. */ SceneManager* getSceneManager(const String& instanceName) const; /** Determines if a given SceneManager already exists @param instanceName The name of the instance to retrieve. */ bool hasSceneManager(const String& instanceName) const; /** Get an iterator over all the existing SceneManager instances. */ SceneManagerEnumerator::SceneManagerIterator getSceneManagerIterator(void); /** Retrieves a reference to the current TextureManager. @remarks This performs the same function as TextureManager::getSingleton, but is provided for convenience particularly to scripting engines. @par Note that a TextureManager will NOT be available until the Ogre system has been initialised by selecting a RenderSystem, calling Root::initialise and a window having been created (this may have been done by initialise if required). This is because the exact runtime subclass which will be implementing the calls will differ depending on the rendering engine selected, and these typically require a window upon which to base texture format decisions. */ TextureManager* getTextureManager(void); /** Retrieves a reference to the current MeshManager. @remarks This performs the same function as MeshManager::getSingleton and is provided for convenience to scripting engines. */ MeshManager* getMeshManager(void); /** Utility function for getting a better description of an error code. */ String getErrorDescription(long errorNumber); /** Registers a FrameListener which will be called back every frame. @remarks A FrameListener is a class which implements methods which will be called every frame. @par See the FrameListener class for more details on the specifics It is imperitive that the instance passed to this method is not destroyed before either the rendering loop ends, or the class is removed from the listening list using removeFrameListener. @note
This method can only be called after Root::initialise has been called. @see FrameListener, Root::removeFrameListener */ void addFrameListener(FrameListener* newListener); /** Removes a FrameListener from the list of listening classes. @see FrameListener, Root::addFrameListener */ void removeFrameListener(FrameListener* oldListener); /** Queues the end of rendering. @remarks This method will do nothing unless startRendering() has been called, in which case before the next frame is rendered the rendering loop will bail out. @see Root, Root::startRendering */ void queueEndRendering(bool state = true); /** Check for planned end of rendering. @remarks This method return true if queueEndRendering() was called before. @see Root, Root::queueEndRendering, Root::startRendering */ bool endRenderingQueued(void); /** Starts / restarts the automatic rendering cycle. @remarks This method begins the automatic rendering of the scene. It will NOT return until the rendering cycle is halted. @par During rendering, any FrameListener classes registered using addFrameListener will be called back for each frame that is to be rendered, These classes can tell OGRE to halt the rendering if required, which will cause this method to return. @note
Users of the OGRE library do not have to use this automatic rendering loop. It is there as a convenience and is most useful for high frame rate applications e.g. games. For applications that don't need to constantly refresh the rendering targets (e.g. an editor utility), it is better to manually refresh each render target only when required by calling RenderTarget::update, or if you want to run your own render loop you can update all targets on demand using Root::renderOneFrame. @note This frees up the CPU to do other things in between refreshes, since in this case frame rate is less important. @note This method can only be called after Root::initialise has been called. */ void startRendering(void); /** Render one frame. @remarks Updates all the render targets automatically and then returns, raising frame events before and after. */ bool renderOneFrame(void); /** Render one frame, with custom frame time information. @remarks Updates all the render targets automatically and then returns, raising frame events before and after - all per-frame times are based on the time value you pass in. */ bool renderOneFrame(Real timeSinceLastFrame); /** Shuts down the system manually. @remarks This is normally done by Ogre automatically so don't think you have to call this yourself. However this is here for convenience, especially for dealing with unexpected errors or for systems which need to shut down Ogre on demand. */ void shutdown(void); /** Adds a location to the list of searchable locations for a Resource type. @remarks Resource files (textures, models etc) need to be loaded from specific locations. By calling this method, you add another search location to the list. Locations added first are preferred over locations added later. @par Locations can be folders, compressed archives, even perhaps remote locations. Facilities for loading from different locations are provided by plugins which provide implementations of the Archive class. All the application user has to do is specify a 'loctype' string in order to indicate the type of location, which should map onto one of the provided plugins. Ogre comes configured with the 'FileSystem' (folders) and 'Zip' (archive compressed with the pkzip / WinZip etc utilities) types. @par You can also supply the name of a resource group which should have this location applied to it. The ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME group is the default, and one resource group which will always exist. You should consider defining resource groups for your more specific resources (e.g. per level) so that you can control loading / unloading better. @param name The name of the location, e.g. './data' or '/compressed/gamedata.zip' @param locType A string identifying the location type, e.g. 'FileSystem' (for folders), 'Zip' etc. Must map to a registered plugin which deals with this type (FileSystem and Zip should always be available) @param groupName Type of name of the resource group which this location should apply to; defaults to the General group which applies to all non-specific resources. @param recursive If the resource location has a concept of recursive directory traversal, enabling this option will mean you can load resources in subdirectories using only their unqualified name. The default is to disable this so that resources in subdirectories with the same name are still unique. @see Archive */ void addResourceLocation(const String& name, const String& locType, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, bool recursive = false); /** Removes a resource location from the list. @see addResourceLocation @param name The name of the resource location as specified in addResourceLocation @param groupName The name of the resource group to which this location was assigned. */ void removeResourceLocation(const String& name, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); /** Helper method to assist you in creating writeable file streams. @remarks This is a high-level utility method which you can use to find a place to save a file more easily. If the filename you specify is either an absolute or relative filename (ie it includes path separators), then the file will be created in the normal filesystem using that specification. If it doesn't, then the method will look for a writeable resource location via ResourceGroupManager::createResource using the other params provided. @param filename The name of the file to create. If it includes path separators, the filesystem will be accessed direct. If no path separators are present the resource system is used, falling back on the raw filesystem after. @param groupName The name of the group in which to create the file, if the resource system is used @param overwrite If true, an existing file will be overwritten, if false an error will occur if the file already exists @param locationPattern If the resource group contains multiple locations, then usually the file will be created in the first writable location. If you want to be more specific, you can include a location pattern here and only locations which match that pattern (as determined by StringUtil::match) will be considered candidates for creation. */ DataStreamPtr createFileStream(const String& filename, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, bool overwrite = false, const String& locationPattern = StringUtil::BLANK); /** Helper method to assist you in accessing readable file streams. @remarks This is a high-level utility method which you can use to find a place to open a file more easily. It checks the resource system first, and if that fails falls back on accessing the file system directly. @param filename The name of the file to open. @param groupName The name of the group in which to create the file, if the resource system is used @param locationPattern If the resource group contains multiple locations, then usually the file will be created in the first writable location. If you want to be more specific, you can include a location pattern here and only locations which match that pattern (as determined by StringUtil::match) will be considered candidates for creation. */ DataStreamPtr openFileStream(const String& filename, const String& groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, const String& locationPattern = StringUtil::BLANK); /** Generates a packed data version of the passed in ColourValue suitable for use with the current RenderSystem. @remarks Since different render systems have different colour data formats (eg RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all. @param colour The colour to convert @param pDest Pointer to location to put the result. */ void convertColourValue(const ColourValue& colour, uint32* pDest); /** Retrieves a pointer to the window that was created automatically @remarks When Root is initialised an optional window is created. This method retrieves a pointer to that window. @note returns a null pointer when Root has not been initialised with the option of creating a window. */ RenderWindow* getAutoCreatedWindow(void); /** @copydoc RenderSystem::_createRenderWindow */ RenderWindow* createRenderWindow(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams = 0) ; /** @copydoc RenderSystem::_createRenderWindows */ bool createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions, RenderWindowList& createdWindows); /** Detaches a RenderTarget from the active render system and returns a pointer to it. @note If the render target cannot be found, NULL is returned. */ RenderTarget* detachRenderTarget( RenderTarget* pWin ); /** Detaches a named RenderTarget from the active render system and returns a pointer to it. @note If the render target cannot be found, NULL is returned. */ RenderTarget* detachRenderTarget( const String & name ); /** Destroys the given RenderTarget. */ void destroyRenderTarget(RenderTarget* target); /** Destroys the given named RenderTarget. */ void destroyRenderTarget(const String &name); /** Retrieves a pointer to a named render target. */ RenderTarget * getRenderTarget(const String &name); /** Manually load a Plugin contained in a DLL / DSO. @remarks Plugins embedded in DLLs can be loaded at startup using the plugin configuration file specified when you create Root. This method allows you to load plugin DLLs directly in code. The DLL in question is expected to implement a dllStartPlugin method which instantiates a Plugin subclass and calls Root::installPlugin. It should also implement dllStopPlugin (see Root::unloadPlugin) @param pluginName Name of the plugin library to load */ void loadPlugin(const String& pluginName); /** Manually unloads a Plugin contained in a DLL / DSO. @remarks Plugin DLLs are unloaded at shutdown automatically. This method allows you to unload plugins in code, but make sure their dependencies are decoupled first. This method will call the dllStopPlugin method defined in the DLL, which in turn should call Root::uninstallPlugin. @param pluginName Name of the plugin library to unload */ void unloadPlugin(const String& pluginName); /** Install a new plugin. @remarks This installs a new extension to OGRE. The plugin itself may be loaded from a DLL / DSO, or it might be statically linked into your own application. Either way, something has to call this method to get it registered and functioning. You should only call this method directly if your plugin is not in a DLL that could otherwise be loaded with loadPlugin, since the DLL function dllStartPlugin should call this method when the DLL is loaded. */ void installPlugin(Plugin* plugin); /** Uninstall an existing plugin. @remarks This uninstalls an extension to OGRE. Plugins are automatically uninstalled at shutdown but this lets you remove them early. If the plugin was loaded from a DLL / DSO you should call unloadPlugin which should result in this method getting called anyway (if the DLL is well behaved). */ void uninstallPlugin(Plugin* plugin); /** Gets a read-only list of the currently installed plugins. */ const PluginInstanceList& getInstalledPlugins() const { return mPlugins; } /** Gets a pointer to the central timer used for all OGRE timings */ Timer* getTimer(void); /** Method for raising frame started events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameListener objects are notified of frame events; processes like texture animation and particle systems rely on this. @par Calling this method also increments the frame number, which is important for keeping some elements of the engine up to date. @note This method takes an event object as a parameter, so you can specify the times yourself. If you are happy for OGRE to automatically calculate the frame time for you, then call the other version of this method with no parameters. @param evt Event object which includes all the timing information which you have calculated for yourself @return False if one or more frame listeners elected that the rendering loop should be terminated, true otherwise. */ bool _fireFrameStarted(FrameEvent& evt); /** Method for raising frame rendering queued events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you should call this method too, to ensure that all state is updated correctly. You should call it after the windows have been updated but before the buffers are swapped, or if you are not separating the update and buffer swap, then after the update just before _fireFrameEnded. */ bool _fireFrameRenderingQueued(FrameEvent& evt); /** Method for raising frame ended events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameListener objects are notified of frame events; processes like texture animation and particle systems rely on this. @note This method takes an event object as a parameter, so you can specify the times yourself. If you are happy for OGRE to automatically calculate the frame time for you, then call the other version of this method with no parameters. @param evt Event object which includes all the timing information which you have calculated for yourself @return False if one or more frame listeners elected that the rendering loop should be terminated, true otherwise. */ bool _fireFrameEnded(FrameEvent& evt); /** Method for raising frame started events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameListener objects are notified of frame events; processes like texture animation and particle systems rely on this. @par Calling this method also increments the frame number, which is important for keeping some elements of the engine up to date. @note This method calculates the frame timing information for you based on the elapsed time. If you want to specify elapsed times yourself you should call the other version of this method which takes event details as a parameter. @return False if one or more frame listeners elected that the rendering loop should be terminated, true otherwise. */ bool _fireFrameStarted(); /** Method for raising frame rendering queued events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you you may want to call this method too, although nothing in OGRE relies on this particular event. Really if you're running your own rendering loop at this level of detail then you can get the same effect as doing your updates in a frameRenderingQueued callback by just calling RenderWindow::update with the 'swapBuffers' option set to false. */ bool _fireFrameRenderingQueued(); /** Method for raising frame ended events. @remarks This method is only for internal use when you use OGRE's inbuilt rendering loop (Root::startRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameListener objects are notified of frame events; processes like texture animation and particle systems rely on this. @note This method calculates the frame timing information for you based on the elapsed time. If you want to specify elapsed times yourself you should call the other version of this method which takes event details as a parameter. @return False if one or more frame listeners elected that the rendering loop should be terminated, true otherwise. */ bool _fireFrameEnded(); /** Gets the number of the next frame to be rendered. @remarks Note that this is 'next frame' rather than 'current frame' because it indicates the frame number that current changes made to the scene will take effect. It is incremented after all rendering commands for the current frame have been queued, thus reflecting that if you start performing changes then, you will actually see them in the next frame. */ unsigned long getNextFrameNumber(void) const { return mNextFrame; } /** Returns the scene manager currently being used to render a frame. @remarks This is only intended for internal use; it is only valid during the rendering of a frame. */ SceneManager* _getCurrentSceneManager(void) const; /** Pushes the scene manager currently being used to render. @remarks This is only intended for internal use. */ void _pushCurrentSceneManager(SceneManager* sm); /** Pops the scene manager currently being used to render. @remarks This is only intended for internal use. */ void _popCurrentSceneManager(SceneManager* sm); /** Internal method used for updating all RenderTarget objects (windows, renderable textures etc) which are set to auto-update. @remarks You don't need to use this method if you're using Ogre's own internal rendering loop (Root::startRendering). If you're running your own loop you may wish to call it to update all the render targets which are set to auto update (RenderTarget::setAutoUpdated). You can also update individual RenderTarget instances using their own update() method. @return false if a FrameListener indicated it wishes to exit the render loop */ bool _updateAllRenderTargets(void); /** Internal method used for updating all RenderTarget objects (windows, renderable textures etc) which are set to auto-update, with a custom time passed to the frameRenderingQueued events. @remarks You don't need to use this method if you're using Ogre's own internal rendering loop (Root::startRendering). If you're running your own loop you may wish to call it to update all the render targets which are set to auto update (RenderTarget::setAutoUpdated). You can also update individual RenderTarget instances using their own update() method. @return false if a FrameListener indicated it wishes to exit the render loop */ bool _updateAllRenderTargets(FrameEvent& evt); /** Create a new RenderQueueInvocationSequence, useful for linking to Viewport instances to perform custom rendering. @param name The name to give the new sequence */ RenderQueueInvocationSequence* createRenderQueueInvocationSequence( const String& name); /** Get a RenderQueueInvocationSequence. @param name The name to identify the sequence */ RenderQueueInvocationSequence* getRenderQueueInvocationSequence( const String& name); /** Destroy a RenderQueueInvocationSequence. @remarks You must ensure that no Viewports are using this sequence. @param name The name to identify the sequence */ void destroyRenderQueueInvocationSequence( const String& name); /** Destroy all RenderQueueInvocationSequences. @remarks You must ensure that no Viewports are using custom sequences. */ void destroyAllRenderQueueInvocationSequences(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Root& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Root* getSingletonPtr(void); /** Clears the history of all event times. @remarks OGRE stores a history of the last few event times in order to smooth out any inaccuracies and temporary fluctuations. However, if you pause or don't render for a little while this can cause a lurch, so if you're resuming rendering after a break, call this method to reset the stored times */ void clearEventTimes(void); /** Sets the period over which OGRE smooths out fluctuations in frame times. @remarks OGRE by default gives you the raw frame time, but can optionally smooths it out over several frames, in order to reduce the noticeable effect of occasional hiccups in framerate. These smoothed values are passed back as parameters to FrameListener calls. @par This method allow you to tweak the smoothing period, and is expressed in seconds. Setting it to 0 will result in completely unsmoothed frame times (the default). */ void setFrameSmoothingPeriod(Real period) { mFrameSmoothingTime = period; } /** Gets the period over which OGRE smooths out fluctuations in frame times. */ Real getFrameSmoothingPeriod(void) const { return mFrameSmoothingTime; } /** Register a new MovableObjectFactory which will create new MovableObject instances of a particular type, as identified by the getType() method. @remarks Plugin creators can create subclasses of MovableObjectFactory which construct custom subclasses of MovableObject for insertion in the scene. This is the primary way that plugins can make custom objects available. @param fact Pointer to the factory instance @param overrideExisting Set this to true to override any existing factories which are registered for the same type. You should only change this if you are very sure you know what you're doing. */ void addMovableObjectFactory(MovableObjectFactory* fact, bool overrideExisting = false); /** Removes a previously registered MovableObjectFactory. @remarks All instances of objects created by this factory will be destroyed before removing the factory (by calling back the factories 'destroyInstance' method). The plugin writer is responsible for actually destroying the factory. */ void removeMovableObjectFactory(MovableObjectFactory* fact); /// Checks whether a factory is registered for a given MovableObject type bool hasMovableObjectFactory(const String& typeName) const; /// Get a MovableObjectFactory for the given type MovableObjectFactory* getMovableObjectFactory(const String& typeName); /** Allocate the next MovableObject type flag. @remarks This is done automatically if MovableObjectFactory::requestTypeFlags returns true; don't call this manually unless you're sure you need to. */ uint32 _allocateNextMovableObjectTypeFlag(void); typedef ConstMapIterator MovableObjectFactoryIterator; /** Return an iterator over all the MovableObjectFactory instances currently registered. */ MovableObjectFactoryIterator getMovableObjectFactoryIterator(void) const; /** * Gets the number of display monitors. */ unsigned int getDisplayMonitorCount() const; /** Get the WorkQueue for processing background tasks. You are free to add new requests and handlers to this queue to process your custom background tasks using the shared thread pool. However, you must remember to assign yourself a new channel through which to process your tasks. */ WorkQueue* getWorkQueue() const { return mWorkQueue; } /** Replace the current work queue with an alternative. You can use this method to replace the internal implementation of WorkQueue with your own, e.g. to externalise the processing of background events. Doing so will delete the existing queue and replace it with this one. @param queue The new WorkQueue instance. Root will delete this work queue at shutdown, so do not destroy it yourself. */ void setWorkQueue(WorkQueue* queue); /** Sets whether blend indices information needs to be passed to the GPU. When entities use software animation they remove blend information such as indices and weights from the vertex buffers sent to the graphic card. This function can be used to limit which information is removed. @param redundant Set to true to remove blend indices information. */ void setBlendIndicesGpuRedundant(bool redundant) { mIsBlendIndicesGpuRedundant = redundant; } /** Returns whether blend indices information needs to be passed to the GPU see setBlendIndicesGpuRedundant() for more information */ bool isBlendIndicesGpuRedundant() const { return mIsBlendIndicesGpuRedundant; } /** Sets whether blend weights information needs to be passed to the GPU. When entities use software animation they remove blend information such as indices and weights from the vertex buffers sent to the graphic card. This function can be used to limit which information is removed. @param redundant Set to true to remove blend weights information. */ void setBlendWeightsGpuRedundant(bool redundant) { mIsBlendWeightsGpuRedundant = redundant; } /** Returns whether blend weights information needs to be passed to the GPU see setBlendWeightsGpuRedundant() for more information */ bool isBlendWeightsGpuRedundant() const { return mIsBlendWeightsGpuRedundant; } /** Set the default minimum pixel size for object to be rendered by @note To use this feature see Camera::setUseMinPixelSize() */ void setDefaultMinPixelSize(Real pixelSize) { mDefaultMinPixelSize = pixelSize; } /** Get the default minimum pixel size for object to be rendered by */ Real getDefaultMinPixelSize() { return mDefaultMinPixelSize; } }; /** @} */ /** @} */ } // Namespace Ogre #endif