OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
#include <OgreBillboardParticleRenderer.h>
Public Member Functions | |
BillboardParticleRenderer () | |
~BillboardParticleRenderer () | |
SortMode | _getSortMode (void) const override |
Gets the desired particles sort mode of this renderer. | |
void | _notifyAttached (Node *parent, bool isTagPoint=false) override |
Delegated to by ParticleSystem::_notifyAttached. | |
void | _notifyBoundingBox (const AxisAlignedBox &aabb) override |
Tells the Renderer about the ParticleSystem bounds. | |
void | _notifyCastShadows (bool enabled) override |
Tells the Renderer whether to cast shadows. | |
void | _notifyCurrentCamera (Camera *cam) override |
Delegated to by ParticleSystem::_notifyCurrentCamera. | |
void | _notifyDefaultDimensions (Real width, Real height) override |
Tells the renderer that the particle default size has changed. | |
void | _notifyParticleQuota (size_t quota) override |
Tells the renderer that the particle quota has changed. | |
void | _setMaterial (MaterialPtr &mat) override |
Sets the material this renderer must use; called by ParticleSystem. | |
void | _updateRenderQueue (RenderQueue *queue, std::vector< Particle * > ¤tParticles, bool cullIndividually) override |
Delegated to by ParticleSystem::_updateRenderQueue. | |
BillboardOrigin | getBillboardOrigin (void) const |
Gets the point which acts as the origin point for all billboards in this set. | |
BillboardRotationType | getBillboardRotationType () const |
Sets billboard rotation type. | |
BillboardSet * | getBillboardSet (void) const |
Access BillboardSet in use. | |
BillboardType | getBillboardType (void) const |
Returns the billboard type in use. | |
const Vector3 & | getCommonDirection (void) const |
Gets the common direction for all billboards (BBT_ORIENTED_COMMON) | |
const Vector3 & | getCommonUpVector (void) const |
Gets the common up-vector for all billboards (BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON) | |
const Vector2 & | getTextureStacksAndSlices () const |
const String & | getType (void) const override |
Gets the type of this renderer - must be implemented by subclasses. | |
bool | getUseAccurateFacing (void) const |
Gets whether or not billboards use an 'accurate' facing model. | |
bool | isPointRenderingEnabled (void) const |
Returns whether point rendering is enabled. | |
void | setBillboardOrigin (BillboardOrigin origin) |
Sets the point which acts as the origin point for all billboards in this set. | |
void | setBillboardRotationType (BillboardRotationType rotationType) |
Sets billboard rotation type. | |
void | setBillboardType (BillboardType bbt) |
Sets the orientation behaviour of the billboards to render. | |
void | setCommonDirection (const Vector3 &vec) |
Use this to specify the common direction given to billboards. | |
void | setCommonUpVector (const Vector3 &vec) |
Use this to specify the common up-vector given to billboards. | |
void | setKeepParticlesInLocalSpace (bool keepLocal) override |
Setting carried over from ParticleSystem. | |
void | setPointRenderingEnabled (bool enabled) |
Set whether or not the BillboardSet will use point rendering rather than manually generated quads. | |
void | setRenderQueueGroup (uint8 queueID) override |
Sets which render queue group this renderer should target with it's output. | |
void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) override |
Sets the render queue group and group priority this entity will be rendered through. | |
void | setTextureStacksAndSlices (uchar stacks, uchar slices) |
Generate texture coordinate rects for a tiled texture sheet. | |
void | setUseAccurateFacing (bool acc) |
Sets whether or not billboards should use an 'accurate' facing model. | |
void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) override |
Required method to allow the renderer to communicate the Renderables it will be using to render the system to a visitor. | |
Public Member Functions inherited from Ogre::ParticleSystemRenderer | |
ParticleSystemRenderer () | |
Constructor. | |
virtual | ~ParticleSystemRenderer () |
Destructor. | |
ParticleVisualData * | _createVisualData (void) |
void | _destroyVisualData (ParticleVisualData *) |
virtual void | _notifyParticleCleared (std::vector< Particle * > ¤tParticles) |
Optional callback notified when particles cleared. | |
virtual void | _notifyParticleEmitted (Particle *particle) |
Optional callback notified when particle emitted. | |
virtual void | _notifyParticleExpired (Particle *particle) |
Optional callback notified when particle expired. | |
virtual void | _notifyParticleMoved (std::vector< Particle * > ¤tParticles) |
Optional callback notified when particles moved. | |
Public Member Functions inherited from Ogre::StringInterface | |
StringInterface () | |
virtual | ~StringInterface () |
Virtual destructor, see Effective C++. | |
void | copyParametersTo (StringInterface *dest) const |
Method for copying this object's parameters to another object. | |
ParamDictionary * | getParamDictionary (void) |
Retrieves the parameter dictionary for this class. | |
const ParamDictionary * | getParamDictionary (void) const |
String | getParameter (const String &name) const |
Generic parameter retrieval method. | |
const ParameterList & | getParameters (void) const |
Retrieves a list of parameters valid for this object. | |
bool | setParameter (const String &name, const String &value) |
Generic parameter setting method. | |
void | setParameterList (const NameValuePairList ¶mList) |
Generic multiple parameter setting method. | |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::StringInterface | |
static void | cleanupDictionary () |
Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. | |
Specialisation of ParticleSystemRenderer to render particles using a BillboardSet.
This renderer has a few more options than the standard particle system, which will be passed to it automatically when the particle system itself does not understand them.
Ogre::BillboardParticleRenderer::BillboardParticleRenderer | ( | ) |
Ogre::BillboardParticleRenderer::~BillboardParticleRenderer | ( | ) |
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inline |
Generate texture coordinate rects for a tiled texture sheet.
A texture sheet is a grid of images that can be used to create simple animations. This method will generate the uv coordinates for the individual sub-rectangles.
These can then be addressed by Ogre::Billboard::setTexcoordIndex().
If the texture size is 512x512 and 'stacks' is 4 and 'slices' is 8, each sub-rectangle of the texture would be 128 texels tall and 64 texels wide.
The numbering counts first across, then down, so top-left is 0, the one to the right of that is 1, and the lower-right is stacks*slices-1.
If you need more flexibility, you can use Ogre::BillboardSet::setTextureCoords() instead.
stacks | number of vertical tiles (rows) |
slices | number of horizontal tiles (columns) |
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inline |
Sets the orientation behaviour of the billboards to render.
The default sort of billboard (BBT_POINT), always has both x and y axes parallel to the camera's local axes. This is fine for 'point' style billboards (e.g. flares, smoke, anything which is symmetrical about a central point) but does not look good for billboards which have an orientation (e.g. an elongated raindrop). In this case, the oriented billboards are more suitable (BBT_ORIENTED_COMMON or BBT_ORIENTED_SELF) since they retain an independent Y axis and only the X axis is generated, perpendicular to both the local Y and the camera Z.
In some case you might want the billboard has fixed Z axis and doesn't need to face to camera (e.g. an aureola around the player and parallel to the ground). You can use BBT_PERPENDICULAR_SELF which the billboard plane perpendicular to the billboard own direction. Or BBT_PERPENDICULAR_COMMON which the billboard plane perpendicular to the common direction.
bbt | The type of billboard to render |
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inline |
Returns the billboard type in use.
Sets whether or not billboards should use an 'accurate' facing model.
By default, the axes for all billboards are calculated using the camera's view direction, not the vector from the camera position to the billboard. The former is faster, and most of the time the difference is not noticeable. However for some purposes (e.g. very large, static billboards) the changing billboard orientation when rotating the camera can be off putting, therefore you can enable this option to use a more expensive, but more accurate version.
acc | True to use the slower but more accurate model. Default is false. |
Gets whether or not billboards use an 'accurate' facing model.
based on the vector from each billboard to the camera, rather than an optimised version using just the camera direction.
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inline |
Sets the point which acts as the origin point for all billboards in this set.
This setting controls the fine tuning of where a billboard appears in relation to it's position. It could be that a billboard's position represents it's center (e.g. for fireballs), it could mean the center of the bottom edge (e.g. a tree which is positioned on the ground), the top-left corner (e.g. a cursor).
The default setting is BBO_CENTER.
origin | A member of the BillboardOrigin enum specifying the origin for all the billboards in this set. |
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Gets the point which acts as the origin point for all billboards in this set.
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Sets billboard rotation type.
This setting controls the billboard rotation type, you can deciding rotate the billboard's vertices around their facing direction or rotate the billboard's texture coordinates.
The default settings is BBR_TEXCOORD.
rotationType | A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set. |
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inline |
Sets billboard rotation type.
Use this to specify the common direction given to billboards.
Use BBT_ORIENTED_COMMON when you want oriented billboards but you know they are always going to be oriented the same way (e.g. rain in calm weather). It is faster for the system to calculate the billboard vertices if they have a common direction.
The common direction also use in BBT_PERPENDICULAR_COMMON, in this case the common direction treat as Z axis, and an additional common up-vector was use to determine billboard X and Y axis.
vec | The direction for all billboards. The vector is expected to be unit-length (normalised) |
Gets the common direction for all billboards (BBT_ORIENTED_COMMON)
Use this to specify the common up-vector given to billboards.
Use BBT_PERPENDICULAR_SELF or BBT_PERPENDICULAR_COMMON when you want oriented billboards perpendicular to specify direction vector (or, Z axis), and doesn't face to camera. In this case, we need an additional up-vector to determine the billboard X and Y axis. The generated billboard plane and X-axis guarantee perpendicular to specify direction.
The specify direction is billboard own direction when billboard type is BBT_PERPENDICULAR_SELF, and it's shared common direction when billboard type is BBT_PERPENDICULAR_COMMON.
vec | The up-vector for all billboards. The vector is expected to be unit-length (normalised) |
Gets the common up-vector for all billboards (BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON)
Set whether or not the BillboardSet will use point rendering rather than manually generated quads.
By default a billboardset is rendered by generating geometry for a textured quad in memory, taking into account the size and orientation settings, and uploading it to the video card. The alternative is to use hardware point rendering, which means that only one position needs to be sent per billboard rather than 4 and the hardware sorts out how this is rendered based on the render state.
Using point rendering is faster than generating quads manually, but is more restrictive. The following restrictions apply:
You will almost certainly want to enable in your material pass both point attenuation and point sprites if you use this option.
Returns whether point rendering is enabled.
Gets the type of this renderer - must be implemented by subclasses.
Implements Ogre::ParticleSystemRenderer.
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overridevirtual |
Delegated to by ParticleSystem::_updateRenderQueue.
The subclass must update the render queue using whichever Renderable instance(s) it wishes.
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Required method to allow the renderer to communicate the Renderables it will be using to render the system to a visitor.
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Sets the material this renderer must use; called by ParticleSystem.
Implements Ogre::ParticleSystemRenderer.
Delegated to by ParticleSystem::_notifyCurrentCamera.
Implements Ogre::ParticleSystemRenderer.
Tells the renderer that the particle quota has changed.
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Delegated to by ParticleSystem::_notifyAttached.
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Tells the renderer that the particle default size has changed.
Implements Ogre::ParticleSystemRenderer.
Sets which render queue group this renderer should target with it's output.
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Sets the render queue group and group priority this entity will be rendered through.
Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.
queueID | Enumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here. |
priority | The priority within a group to use. |
Implements Ogre::ParticleSystemRenderer.
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inlineoverridevirtual |
Setting carried over from ParticleSystem.
Implements Ogre::ParticleSystemRenderer.
Gets the desired particles sort mode of this renderer.
Implements Ogre::ParticleSystemRenderer.
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inline |
Access BillboardSet in use.
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overridevirtual |
Tells the Renderer about the ParticleSystem bounds.
Reimplemented from Ogre::ParticleSystemRenderer.
Tells the Renderer whether to cast shadows.
Reimplemented from Ogre::ParticleSystemRenderer.