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MaterialGenerator.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\MaterialGenerator.h
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/** ******************************************************************************* Copyright (c) W.J. van der Laan 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 H_WJ_MaterialGenerator #define H_WJ_MaterialGenerator #include "OgreMaterial.h" #include "OgreStringVector.h" /** Caching, on-the-fly material generator. This is a class that automatically generates and stores different permutations of a material, and its shaders. It can be used if you have a material that has lots of slightly different variations, like whether to use a specular light, skinning, normal mapping and other options. Writing all these out is a tedioius job. Of course it is possible to always use the material with all features, but that might result in large, slow shader programs. This class provides an efficient solution to that. */ class MaterialGenerator { public: /** Bitfield used to signify a material permutations */ typedef Ogre::uint32 Perm; ~MaterialGenerator(); const Ogre::MaterialPtr &getMaterial(Perm permutation); /** Implementation class that takes care of actual generation or lookup of the various constituent parts (template material, fragment shader and vertex shader). These methods are only called once for every permutation, after which the result is stored and re-used. */ class Impl { public: virtual ~Impl(); virtual Ogre::GpuProgramPtr generateVertexShader(Perm permutation) = 0; virtual Ogre::GpuProgramPtr generateFragmentShader(Perm permutation) = 0; virtual Ogre::MaterialPtr generateTemplateMaterial(Perm permutation) = 0; }; protected: /** The constructor is protected as this base class should never be constructed as-is. It is meant to be subclassed so that values can be assigned to the various fields controlling material generator, and most importantly, the mImpl field. */ MaterialGenerator(); const Ogre::GpuProgramPtr &getVertexShader(Perm permutation); const Ogre::GpuProgramPtr &getFragmentShader(Perm permutation); const Ogre::MaterialPtr &getTemplateMaterial(Perm permutation); /// Base name of materials generated by this Ogre::String materialBaseName; /// Name of every bit Ogre::StringVector bitNames; /// Mask of permutation bits that influence vertex shader choice Perm vsMask; /// Mask of permutation bits that influence fragment shader choice Perm fsMask; /// Mask of permutation bits that influence template material choice Perm matMask; /// Generator Impl *mImpl; typedef std::map
ProgramMap; typedef std::map
MaterialMap; ProgramMap mVs, mFs; MaterialMap mTemplateMat, mMaterials; }; #endif
MaterialGenerator.h
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