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00003 /*  Visualization Library                                                             */
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00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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00031 
00032 #ifndef Effect_INCLUDE_ONCE
00033 #define Effect_INCLUDE_ONCE
00034 
00035 #include <vlGraphics/Renderable.hpp>
00036 #include <vlGraphics/LODEvaluator.hpp>
00037 #include <vlGraphics/Shader.hpp>
00038 #include <vlCore/Collection.hpp>
00039 #include <vector>
00040 
00041 namespace vl
00042 {
00043   class Actor;
00044   //------------------------------------------------------------------------------
00045   // ShaderPasses
00046   //------------------------------------------------------------------------------
00051   class ShaderPasses: public Collection<Shader>
00052   {
00053     VL_INSTRUMENT_CLASS(vl::ShaderPasses, Collection<Shader>)
00054 
00055   public:
00062     ShaderPasses(Shader* pass1=NULL, Shader* pass2=NULL, Shader* pass3=NULL, Shader* pass4=NULL )
00063     {
00064       VL_DEBUG_SET_OBJECT_NAME()
00065       if (pass1)
00066         push_back(pass1);
00067       if (pass2)
00068         push_back(pass2);
00069       if (pass3)
00070         push_back(pass3);
00071       if (pass4)
00072         push_back(pass4);
00073     }
00074   };
00075   //------------------------------------------------------------------------------
00076   // Effect
00077   //------------------------------------------------------------------------------
00091   class VLGRAPHICS_EXPORT Effect: public Object
00092   {
00093     VL_INSTRUMENT_CLASS(vl::Effect, Object)
00094 
00095     // use deepCopy() and shallowCopy() instead
00096     Effect(const Effect&): Object() {}
00097     Effect& operator=(const Effect&) { return *this; }
00098 
00099   public:
00101     Effect() 
00102     { 
00103       VL_DEBUG_SET_OBJECT_NAME()
00104       mEnableMask = 0xFFFFFFFF;
00105       mRenderRank = 0;
00106       mActiveLod  = 0;
00107       mLODShaders[0] = new ShaderPasses(new Shader);
00108     }
00109 
00110     ref<Effect> shallowCopy(EShaderCopyMode shader_copy) const
00111     {
00112       ref<Effect> fx = new Effect;
00113       fx->shallowCopyFrom(*this, shader_copy);
00114       return fx;
00115     }
00116 
00117     Effect& shallowCopyFrom(const Effect& other, EShaderCopyMode shader_copy)
00118     {
00119       for(int i=0; i<VL_MAX_EFFECT_LOD; ++i)
00120         mLODShaders[i] = other.mLODShaders[i];
00121 
00122       if (shader_copy == SCM_OwnShaders)
00123       {
00124         // create local shallow copies of all the Shaders
00125         for(int lod=0; lod<VL_MAX_EFFECT_LOD; ++lod)
00126           for(int pass=0; mLODShaders[lod] && pass<mLODShaders[lod]->size(); ++pass)
00127             (*mLODShaders[lod])[pass] = (*mLODShaders[lod])[pass]->shallowCopy();
00128       }
00129 
00130       mLODEvaluator = other.mLODEvaluator;
00131 
00132       mActiveLod = other.mActiveLod;
00133       mRenderRank = other.mRenderRank;
00134       mEnableMask = other.mEnableMask;
00135 
00136       return *this;
00137     }
00138 
00139     ref<Effect> deepCopy() const
00140     {
00141       ref<Effect> fx = new Effect;
00142       fx->deepCopyFrom(*this);
00143       return fx;
00144     }
00145 
00146     Effect& deepCopyFrom(const Effect& other)
00147     {
00148       shallowCopyFrom(other, SCM_ShareShaders);
00149 
00150       // create local clones of all the Shaders
00151       for(int lod=0; lod<VL_MAX_EFFECT_LOD; ++lod)
00152         for(int pass=0; mLODShaders[lod] && pass<mLODShaders[lod]->size(); ++pass)
00153           (*mLODShaders[lod])[pass] = (*mLODShaders[lod])[pass]->deepCopy();
00154 
00155       return *this;
00156     }
00157 
00164     void setRenderRank(int rank) { mRenderRank = rank; }
00165 
00167     int renderRank() const { return mRenderRank; }
00168 
00171     const ref<ShaderPasses>& lod(int lod_level) const { return mLODShaders[lod_level]; }
00172     
00175     ref<ShaderPasses>& lod(int lod_level) { return mLODShaders[lod_level]; }
00176 
00178     Shader* shader(int lodi=0, int pass=0) { return lod(lodi)->at(pass); }
00179     
00181     const Shader* shader(int lodi=0, int pass=0) const { return lod(lodi)->at(pass); }
00182     
00184     void setLOD(int lodi, Shader* shader1, Shader* shader2=NULL, Shader* shader3=NULL, Shader* shader4=NULL) 
00185     { 
00186       VL_CHECK(lodi<VL_MAX_EFFECT_LOD)
00187       lod(lodi) = new ShaderPasses(shader1,shader2,shader3,shader4);
00188     }
00189 
00191     void setLODEvaluator(LODEvaluator* lod_evaluator) { mLODEvaluator = lod_evaluator; }
00192 
00194     LODEvaluator* lodEvaluator() { return mLODEvaluator.get(); }
00195 
00197     const LODEvaluator* lodEvaluator() const { return mLODEvaluator.get(); }
00198 
00200     void setEnableMask(unsigned int mask) { mEnableMask = mask; }
00201 
00203     unsigned int enableMask() const { return mEnableMask; }
00204 
00206     int evaluateLOD(Actor* actor, Camera* camera);
00207 
00209     void setActiveLod(int lod) 
00210     { 
00211       VL_CHECK( lod < VL_MAX_EFFECT_LOD )
00212       VL_CHECK( lod >= 0 )
00213       mActiveLod = lod; 
00214     }
00215 
00217     int activeLod() const { return mActiveLod; }
00218 
00219   protected:
00220     ref<ShaderPasses> mLODShaders[VL_MAX_EFFECT_LOD];
00221     ref<LODEvaluator> mLODEvaluator;
00222     int mActiveLod;
00223     int mRenderRank;
00224     unsigned int mEnableMask;
00225   };
00226   //------------------------------------------------------------------------------
00227 }
00228 
00229 #endif

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:36.
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