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OgreCompositorManager.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreCompositorManager.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 __CompositorManager_H__ #define __CompositorManager_H__ #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreCompositor.h" #include "OgreRectangle2D.h" #include "OgreCompositorSerializer.h" #include "OgreRenderSystem.h" #if OGRE_THREAD_SUPPORT // boost::thread_specific_ptr has 'new' in header but delete in lib // so if we use our memory manager it reports leaks incorrectly # include "OgreNoMemoryMacros.h" # include
# include "OgreMemoryMacros.h" #endif namespace Ogre { /** Class for managing Compositor settings for Ogre. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport. @par When loaded from a script, a Compositor is in an 'unloaded' state and only stores the settings required. It does not at that stage load any textures. This is because the material settings may be loaded 'en masse' from bulk material script files, but only a subset will actually be required. @par Because this is a subclass of ResourceManager, any files loaded will be searched for in any path or archive added to the resource paths/archives. See ResourceManager for details. */ class _OgreExport CompositorManager : public ResourceManager, public Singleton
{ public: CompositorManager(); virtual ~CompositorManager(); /// Overridden from ResourceManager Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* params); /** Intialises the Compositor manager, which also triggers it to parse all available .compositor scripts. */ void initialise(void); /** @see ScriptLoader::parseScript */ void parseScript(DataStreamPtr& stream, const String& groupName); /** Get the compositor chain for a Viewport. If there is none yet, a new compositor chain is registered. XXX We need a _notifyViewportRemoved to find out when this viewport disappears, so we can destroy its chain as well. */ CompositorChain *getCompositorChain(Viewport *vp); /** Returns whether exists compositor chain for a viewport. */ bool hasCompositorChain(Viewport *vp) const; /** Remove the compositor chain from a viewport if exists. */ void removeCompositorChain(Viewport *vp); /** Add a compositor to a viewport. By default, it is added to end of the chain, after the other compositors. @param vp Viewport to modify @param compositor The name of the compositor to apply @param addPosition At which position to add, defaults to the end (-1). @returns pointer to instance, or 0 if it failed. */ CompositorInstance *addCompositor(Viewport *vp, const String &compositor, int addPosition=-1); /** Remove a compositor from a viewport */ void removeCompositor(Viewport *vp, const String &compositor); /** Set the state of a compositor on a viewport to enabled or disabled. Disabling a compositor stops it from rendering but does not free any resources. This can be more efficient than using removeCompositor and addCompositor in cases the filter is switched on and off a lot. */ void setCompositorEnabled(Viewport *vp, const String &compositor, bool value); /** Get a textured fullscreen 2D rectangle, for internal use. */ Renderable *_getTexturedRectangle2D(); /** Overridden from ResourceManager since we have to clean up chains too. */ void removeAll(void); /** Internal method for forcing all active compositors to recreate their resources. */ void _reconstructAllCompositorResources(); /** 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 CompositorManager& 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 CompositorManager* getSingletonPtr(void); private: typedef std::map
Chains; Chains mChains; /// Serializer - Hold instance per thread if necessary OGRE_THREAD_POINTER(CompositorSerializer, mSerializer); /** Clear composition chains for all viewports */ void freeChains(); Rectangle2D *mRectangle; }; } #endif
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