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OgreCompositionTargetPass.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreCompositionTargetPass.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __CompositionTargetPass_H__ #define __CompositionTargetPass_H__ #include "OgrePrerequisites.h" #include "OgreIteratorWrappers.h" namespace Ogre { /** Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework. */ class _OgreExport CompositionTargetPass { public: CompositionTargetPass(CompositionTechnique *parent); ~CompositionTargetPass(); /** Input mode of a TargetPass */ enum InputMode { IM_NONE, // No input IM_PREVIOUS // Output of previous Composition in chain }; typedef std::vector
Passes; typedef VectorIterator
PassIterator; /** Set input mode of this TargetPass */ void setInputMode(InputMode mode); /** Get input mode */ InputMode getInputMode() const; /** Set output local texture name */ void setOutputName(const String &out); /** Get output local texture name */ const String &getOutputName() const; /** Set "only initial" flag. This makes that this target pass is only executed initially after the effect has been enabled. */ void setOnlyInitial(bool value); /** Get "only initial" flag. */ bool getOnlyInitial(); /** Set the scene visiblity mask used by this pass */ void setVisibilityMask(uint32 mask); /** Get the scene visiblity mask used by this pass */ uint32 getVisibilityMask(); /** Set the material scheme used by this target pass. @remarks Only applicable to targets that render the scene as one of their passes. @see Technique::setScheme. */ void setMaterialScheme(const String& schemeName); /** Get the material scheme used by this target pass. @remarks Only applicable to targets that render the scene as one of their passes. @see Technique::setScheme. */ const String& getMaterialScheme(void) const; /** Set whether shadows are enabled in this target pass. @remarks Only applicable to targets that render the scene as one of their passes. */ void setShadowsEnabled(bool enabled); /** Get whether shadows are enabled in this target pass. @remarks Only applicable to targets that render the scene as one of their passes. */ bool getShadowsEnabled(void) const; /** Set the scene LOD bias used by this pass. The default is 1.0, everything below that means lower quality, higher means higher quality. */ void setLodBias(float bias); /** Get the scene LOD bias used by this pass */ float getLodBias(); /** Create a new pass, and return a pointer to it. */ CompositionPass *createPass(); /** Remove a pass. It will also be destroyed. */ void removePass(size_t idx); /** Get a pass. */ CompositionPass *getPass(size_t idx); /** Get the number of passes. */ size_t getNumPasses(); /** Remove all passes */ void removeAllPasses(); /** Get an iterator over the Passes in this TargetPass. */ PassIterator getPassIterator(void); /** Get parent object */ CompositionTechnique *getParent(); /** Determine if this target pass is supported on the current rendering device. */ bool _isSupported(void); private: /// Parent technique CompositionTechnique *mParent; /// Input name InputMode mInputMode; /// (local) output texture String mOutputName; /// Passes Passes mPasses; /// This target pass is only executed initially after the effect /// has been enabled. bool mOnlyInitial; /// Visibility mask for this render uint32 mVisibilityMask; /// LOD bias of this render float mLodBias; /// Material scheme name String mMaterialScheme; /// Shadows option bool mShadowsEnabled; }; } #endif
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