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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreShadowTextureManager.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: 5.9 KB
Line 
1/*-------------------------------------------------------------------------
2This source file is a part of OGRE
3(Object-oriented Graphics Rendering Engine)
4
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8Permission is hereby granted, free of charge, to any person obtaining a copy
9of this software and associated documentation files (the "Software"), to deal
10in the Software without restriction, including without limitation the rights
11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12copies of the Software, and to permit persons to whom the Software is
13furnished to do so, subject to the following conditions:
14
15The above copyright notice and this permission notice shall be included in
16all copies or substantial portions of the Software.
17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24THE SOFTWARE
25
26You may alternatively use this source under the terms of a specific version of
27the OGRE Unrestricted License provided you have obtained such a license from
28Torus Knot Software Ltd.
29-------------------------------------------------------------------------*/
30#ifndef __ShadowTextureManager_H__
31#define __ShadowTextureManager_H__
32
33// Precompiler options
34#include "OgrePrerequisites.h"
35#include "OgreSingleton.h"
36#include "OgrePixelFormat.h"
37#include "OgreTexture.h"
38#include "OgreIteratorWrappers.h"
39#include "OgreHeaderPrefix.h"
40
41namespace Ogre
42{
43        /** \addtogroup Core
44        *  @{
45        */
46        /** \addtogroup Scene
47        *  @{
48        */
49        typedef vector<TexturePtr>::type ShadowTextureList;
50
51        /** Structure containing the configuration for one shadow texture. */
52        struct ShadowTextureConfig
53        {
54                unsigned int width;
55                unsigned int height;
56                PixelFormat format;
57        unsigned int fsaa;
58                uint16          depthBufferPoolId;
59
60                ShadowTextureConfig()
61                        : width(512), height(512), format(PF_X8R8G8B8), fsaa(0), depthBufferPoolId(1) {}
62        };
63
64        typedef vector<ShadowTextureConfig>::type ShadowTextureConfigList;
65        typedef ConstVectorIterator<ShadowTextureConfigList> ConstShadowTextureConfigIterator;
66
67        inline _OgreExport bool operator== ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs );
68        inline _OgreExport bool operator!= ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs );
69
70
71        /** Class to manage the available shadow textures which may be shared between
72                many SceneManager instances if formats agree.
73        @remarks
74                The management of the list of shadow textures has been separated out into
75                a dedicated class to enable the clean management of shadow textures
76                across many scene manager instances. Where multiple scene managers are
77                used with shadow textures, the configuration of those shadows may or may
78                not be consistent - if it is, it is good to centrally manage the textures
79                so that creation and destruction responsibility is clear.
80        */
81        class _OgreExport ShadowTextureManager : public Singleton<ShadowTextureManager>, public ShadowDataAlloc
82        {
83        protected:
84                ShadowTextureList mTextureList;
85                ShadowTextureList mNullTextureList;
86                size_t mCount;
87
88        public:
89                ShadowTextureManager();
90                virtual ~ShadowTextureManager();
91
92                /** Populate an incoming list with shadow texture references as requested
93                        in the configuration list.
94                */
95                virtual void getShadowTextures(const ShadowTextureConfigList& config, 
96                        ShadowTextureList& listToPopulate);
97
98                /** Get an appropriately defined 'null' texture, i.e. one which will always
99                        result in no shadows.
100                */
101                virtual TexturePtr getNullShadowTexture(PixelFormat format);
102
103                /** Remove any shadow textures that are no longer being referenced.
104                @remarks
105                        This should be called fairly regularly since references may take a
106                        little while to disappear in some cases (if referenced by materials)
107                */
108                virtual void clearUnused();
109                /** Dereference all the shadow textures kept in this class and remove them
110                        from TextureManager; note that it is up to the SceneManagers to clear
111                        their local references.
112                */
113                virtual void clear();
114
115        /** Override standard Singleton retrieval.
116        @remarks
117        Why do we do this? Well, it's because the Singleton
118        implementation is in a .h file, which means it gets compiled
119        into anybody who includes it. This is needed for the
120        Singleton template to work, but we actually only want it
121        compiled into the implementation of the class based on the
122        Singleton, not all of them. If we don't change this, we get
123        link errors when trying to use the Singleton-based class from
124        an outside dll.
125        @par
126        This method just delegates to the template version anyway,
127        but the implementation stays in this single compilation unit,
128        preventing link errors.
129        */
130        static ShadowTextureManager& getSingleton(void);
131        /** Override standard Singleton retrieval.
132        @remarks
133        Why do we do this? Well, it's because the Singleton
134        implementation is in a .h file, which means it gets compiled
135        into anybody who includes it. This is needed for the
136        Singleton template to work, but we actually only want it
137        compiled into the implementation of the class based on the
138        Singleton, not all of them. If we don't change this, we get
139        link errors when trying to use the Singleton-based class from
140        an outside dll.
141        @par
142        This method just delegates to the template version anyway,
143        but the implementation stays in this single compilation unit,
144        preventing link errors.
145        */
146        static ShadowTextureManager* getSingletonPtr(void);
147
148        };
149
150        /** @} */
151        /** @} */
152}
153
154#include "OgreHeaderSuffix.h"
155
156#endif
157
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