x
Yes
No
Do you want to visit DriveHQ English website?
Inicio
Características
Precios
Prueba gratuita
Software cliente
Acerca de nosotros
Servidor de archivos
|
Solución de copias de seguridad
|
Servidor FTP
|
Servidor de correo electrónico
|
Alojamiento web
|
Software cliente
Servidor de archivos
Solución de copia de seguridad
Servidor FTP
Servidor de correo electrónico
Alojamiento web
Software cliente
OgreRenderSystemCapabilities.h - Hosted on DriveHQ Cloud IT Platform
Arriba
Subir
Descargar
Compartir
Publicar
Nueva carpeta
Nuevo archivo
Copiar
Cortar
Eliminar
Pegar
Clasificación
Actualizar
Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreRenderSystemCapabilities.h
Girar
Efecto
Propiedad
Historial
/* ----------------------------------------------------------------------------- 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 __RenderSystemCapabilities__ #define __RenderSystemCapabilities__ 1 // Precompiler options #include "OgrePrerequisites.h" #include "OgreString.h" namespace Ogre { /// Enum describing the different hardware capabilities we want to check for enum Capabilities { //RSC_MULTITEXTURE = 0x00000001, /// Supporta generating mipmaps in hardware RSC_AUTOMIPMAP = 0x00000002, RSC_BLENDING = 0x00000004, /// Supports anisotropic texture filtering RSC_ANISOTROPY = 0x00000008, /// Supports fixed-function DOT3 texture blend RSC_DOT3 = 0x00000010, /// Supports cube mapping RSC_CUBEMAPPING = 0x00000020, /// Supports hardware stencil buffer RSC_HWSTENCIL = 0x00000040, /// Supports hardware vertex and index buffers RSC_VBO = 0x00000080, /// Supports vertex programs (vertex shaders) RSC_VERTEX_PROGRAM = 0x00000200, /// Supports fragment programs (pixel shaders) RSC_FRAGMENT_PROGRAM = 0x00000400, /// Supports compressed textures RSC_TEXTURE_COMPRESSION = 0x00000800, /// Supports compressed textures in the DXT/ST3C formats RSC_TEXTURE_COMPRESSION_DXT = 0x00001000, /// Supports compressed textures in the VTC format RSC_TEXTURE_COMPRESSION_VTC = 0x00002000, /// Supports performing a scissor test to exclude areas of the screen RSC_SCISSOR_TEST = 0x00004000, /// Supports separate stencil updates for both front and back faces RSC_TWO_SIDED_STENCIL = 0x00008000, /// Supports wrapping the stencil value at the range extremeties RSC_STENCIL_WRAP = 0x00010000, /// Supports hardware occlusion queries RSC_HWOCCLUSION = 0x00020000, /// Supports user clipping planes RSC_USER_CLIP_PLANES = 0x00040000, /// Supports the VET_UBYTE4 vertex element type RSC_VERTEX_FORMAT_UBYTE4 = 0x00080000, /// Supports infinite far plane projection RSC_INFINITE_FAR_PLANE = 0x00100000, /// Supports hardware render-to-texture (bigger than framebuffer) RSC_HWRENDER_TO_TEXTURE = 0x00200000, /// Supports float textures and render targets RSC_TEXTURE_FLOAT = 0x00400000, /// Supports non-power of two textures RSC_NON_POWER_OF_2_TEXTURES = 0x00800000, /// Supports 3d (volume) textures RSC_TEXTURE_3D = 0x01000000, /// Supports basic point sprite rendering RSC_POINT_SPRITES = 0x02000000, /// Supports extra point parameters (minsize, maxsize, attenuation) RSC_POINT_EXTENDED_PARAMETERS = 0x04000000, /// Supports vertex texture fetch RSC_VERTEX_TEXTURE_FETCH = 0x08000000, /// Supports mipmap LOD biasing RSC_MIPMAP_LOD_BIAS = 0x10000000 }; /** singleton class for storing the capabilities of the graphics card. @remarks This class stores the capabilities of the graphics card. This information is set by the individual render systems. */ class _OgreExport RenderSystemCapabilities { private: /// The number of world matricies available ushort mNumWorldMatrices; /// The number of texture units available ushort mNumTextureUnits; /// The stencil buffer bit depth ushort mStencilBufferBitDepth; /// The number of matrices available for hardware blending ushort mNumVertexBlendMatrices; /// Stores the capabilities flags. int mCapabilities; /// The best vertex program that this card / rendersystem supports String mMaxVertexProgramVersion; /// The best fragment program that this card / rendersystem supports String mMaxFragmentProgramVersion; /// The number of floating-point constants vertex programs support ushort mVertexProgramConstantFloatCount; /// The number of integer constants vertex programs support ushort mVertexProgramConstantIntCount; /// The number of boolean constants vertex programs support ushort mVertexProgramConstantBoolCount; /// The number of floating-point constants fragment programs support ushort mFragmentProgramConstantFloatCount; /// The number of integer constants fragment programs support ushort mFragmentProgramConstantIntCount; /// The number of boolean constants fragment programs support ushort mFragmentProgramConstantBoolCount; /// The number of simultaneous render targets supported ushort mNumMultiRenderTargets; /// The maximum point size Real mMaxPointSize; /// Are non-POW2 textures feature-limited? bool mNonPOW2TexturesLimited; /// The number of vertex texture units supported ushort mNumVertexTextureUnits; /// Are vertex texture units shared with fragment processor? bool mVertexTextureUnitsShared; public: RenderSystemCapabilities (); ~RenderSystemCapabilities (); void setNumWorldMatricies(ushort num) { mNumWorldMatrices = num; } void setNumTextureUnits(ushort num) { mNumTextureUnits = num; } void setStencilBufferBitDepth(ushort num) { mStencilBufferBitDepth = num; } void setNumVertexBlendMatrices(ushort num) { mNumVertexBlendMatrices = num; } /// The number of simultaneous render targets supported void setNumMultiRenderTargets(ushort num) { mNumMultiRenderTargets = num; } ushort getNumWorldMatricies(void) const { return mNumWorldMatrices; } /** Returns the number of texture units the current output hardware supports. For use in rendering, this determines how many texture units the are available for multitexturing (i.e. rendering multiple textures in a single pass). Where a Material has multiple texture layers, it will try to use multitexturing where available, and where it is not available, will perform multipass rendering to achieve the same effect. This property only applies to the fixed-function pipeline, the number available to the programmable pipeline depends on the shader model in use. */ ushort getNumTextureUnits(void) const { return mNumTextureUnits; } /** Determines the bit depth of the hardware accelerated stencil buffer, if supported. @remarks If hardware stencilling is not supported, the software will provide an 8-bit software stencil. */ ushort getStencilBufferBitDepth(void) const { return mStencilBufferBitDepth; } /** Returns the number of matrices available to hardware vertex blending for this rendering system. */ ushort numVertexBlendMatrices(void) const { return mNumVertexBlendMatrices; } /// The number of simultaneous render targets supported ushort numMultiRenderTargets(void) const { return mNumMultiRenderTargets; } /** Adds a capability flag to mCapabilities */ void setCapability(const Capabilities c) { mCapabilities |= c; } /** Checks for a capability */ bool hasCapability(const Capabilities c) const { if(mCapabilities & c) { return true; } else { return false; } } /// Gets the best low-level vertex program version supported const String& getMaxVertexProgramVersion(void) const { return mMaxVertexProgramVersion; } /// Gets the best fragment program that this card / rendersystem supports const String& getMaxFragmentProgramVersion(void) const { return mMaxFragmentProgramVersion; } /// The number of floating-point constants vertex programs support ushort getVertexProgramConstantFloatCount(void) const { return mVertexProgramConstantFloatCount; } /// The number of integer constants vertex programs support ushort getVertexProgramConstantIntCount(void) const { return mVertexProgramConstantIntCount; } /// The number of boolean constants vertex programs support ushort getVertexProgramConstantBoolCount(void) const { return mVertexProgramConstantBoolCount; } /// The number of floating-point constants fragment programs support ushort getFragmentProgramConstantFloatCount(void) const { return mFragmentProgramConstantFloatCount; } /// The number of integer constants fragment programs support ushort getFragmentProgramConstantIntCount(void) const { return mFragmentProgramConstantIntCount; } /// The number of boolean constants fragment programs support ushort getFragmentProgramConstantBoolCount(void) const { return mFragmentProgramConstantBoolCount; } /// sets the best low-level vertex program version supported void setMaxVertexProgramVersion(const String& ver) { mMaxVertexProgramVersion = ver; } /// sets the best fragment program that this card / rendersystem supports void setMaxFragmentProgramVersion(const String& ver) { mMaxFragmentProgramVersion = ver; } /// The number of floating-point constants vertex programs support void setVertexProgramConstantFloatCount(ushort c) { mVertexProgramConstantFloatCount = c; } /// The number of integer constants vertex programs support void setVertexProgramConstantIntCount(ushort c) { mVertexProgramConstantIntCount = c; } /// The number of boolean constants vertex programs support void setVertexProgramConstantBoolCount(ushort c) { mVertexProgramConstantBoolCount = c; } /// The number of floating-point constants fragment programs support void setFragmentProgramConstantFloatCount(ushort c) { mFragmentProgramConstantFloatCount = c; } /// The number of integer constants fragment programs support void setFragmentProgramConstantIntCount(ushort c) { mFragmentProgramConstantIntCount = c; } /// The number of boolean constants fragment programs support void setFragmentProgramConstantBoolCount(ushort c) { mFragmentProgramConstantBoolCount = c; } /// Maximum point screen size in pixels void setMaxPointSize(Real s) { mMaxPointSize = s; } /// Maximum point screen size in pixels Real getMaxPointSize(void) const { return mMaxPointSize; } /// Non-POW2 textures limited void setNonPOW2TexturesLimited(bool l) { mNonPOW2TexturesLimited = l; } /** Are non-power of two textures limited in features? @remarks If the RSC_NON_POWER_OF_2_TEXTURES capability is set, but this method returns true, you can use non power of 2 textures only if:
You load them explicitly with no mip maps
You don't use DXT texture compression
You use clamp texture addressing
*/ bool getNonPOW2TexturesLimited(void) const { return mNonPOW2TexturesLimited; } /// Set the number of vertex texture units supported void setNumVertexTextureUnits(ushort n) { mNumVertexTextureUnits = n; } /// Get the number of vertex texture units supported ushort getNumVertexTextureUnits(void) const { return mNumVertexTextureUnits; } /// Set whether the vertex texture units are shared with the fragment processor void setVertexTextureUnitsShared(bool shared) { mVertexTextureUnitsShared = shared; } /// Get whether the vertex texture units are shared with the fragment processor bool getVertexTextureUnitsShared(void) const { return mVertexTextureUnitsShared; } /** Write the capabilities to the pass in Log */ void log(Log* pLog); }; } #endif // __RenderSystemCapabilities__
OgreRenderSystemCapabilities.h
Dirección de la página
Dirección del archivo
Anterior
151/217
Siguiente
Descargar
( 14 KB )
Comments
Total ratings:
0
Average rating:
No clasificado
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.