SimpleRenderable.cs :  » Game » RealmForge » Axiom » Graphics » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » SimpleRenderable.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library 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 2.1 of the License, or (at your option) any later version.

This library 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 library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Collections;
using Axiom.Collections;
using Axiom.Core;
using Axiom.MathLib;
using Axiom.Graphics;

namespace Axiom.Graphics{
  /// <summary>
  /// Summary description for SimpleRenderable.
  /// </summary>
  public abstract class SimpleRenderable : SceneObject, IRenderable {
    #region Fields

    protected Matrix4 worldTransform = Matrix4.Identity;
    protected AxisAlignedBox box;
    protected string materialName;
    protected Material material;
    protected SceneManager sceneMgr;
    protected Camera camera;
    static protected long nextAutoGenName;

    protected VertexData vertexData;
    protected IndexData indexData;

    /// <summary>
    ///    Empty light list to use when there is no parent for this renderable.
    /// </summary>
    protected LightList dummyLightList = new LightList();

    protected Hashtable customParams = new Hashtable();

    #endregion Fields

    #region Constructor

    /// <summary>
    ///    Default constructor.
    /// </summary>
    public SimpleRenderable() {
      materialName = "BaseWhite";
      material = MaterialManager.Instance.GetByName("BaseWhite");
      name = "SimpleRenderable" + nextAutoGenName++;

      material.Load();
    }

    #endregion

    #region Implementation of SceneObject

    /// <summary>
    /// 
    /// </summary>
    public override AxisAlignedBox BoundingBox {
      get {
        return (AxisAlignedBox)box.Clone();
      }
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="camera"></param>
    public override void NotifyCurrentCamera(Camera camera) {
      this.camera = camera;
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="queue"></param>
    public override void UpdateRenderQueue(RenderQueue queue) {
      // add ourself to the render queue
      queue.AddRenderable(this);
    }

    #endregion

    #region IRenderable Members

    public bool CastsShadows {
      get {
        return false;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public Material Material {
      get { 
        return material; 
      }
      set {
        material = value;
      }
    }

    public Technique Technique {
      get {
        return material.GetBestTechnique();
      }
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="op"></param>
    public abstract void GetRenderOperation(RenderOperation op);

    /// <summary>
    /// 
    /// </summary>
    /// <param name="matrices"></param>
    public virtual void GetWorldTransforms(Matrix4[] matrices) {
      matrices[0] = worldTransform * parentNode.FullTransform;
    }

    public bool NormalizeNormals {
      get {
        return false;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public ushort NumWorldTransforms {
      get {
        return 1;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public virtual bool UseIdentityProjection {
      get {
        return false;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public virtual bool UseIdentityView {
      get {
        return false;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public SceneDetailLevel RenderDetail {
      get {
        return SceneDetailLevel.Solid;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="camera"></param>
    /// <returns></returns>
    public abstract float GetSquaredViewDepth(Camera camera);

    /// <summary>
    /// 
    /// </summary>
    public virtual Quaternion WorldOrientation {
      get {
        return parentNode.DerivedOrientation;
      }
    }

    /// <summary>
    /// 
    /// </summary>
    public virtual Vector3 WorldPosition {
      get {
        return parentNode.DerivedPosition;
      }
    }

    public LightList Lights {
      get {
        if(parentNode != null) {
          return parentNode.Lights;
        }
        else {
          return dummyLightList;
        }
      }
    }

    public Vector4 GetCustomParameter(int index) {
      if(customParams[index] == null) {
        throw new Exception("A parameter was not found at the given index");
      }
      else {
        return (Vector4)customParams[index];
      }
    }

    public void SetCustomParameter(int index, Vector4 val) {
      customParams[index] = val;
    }

    public void UpdateCustomGpuParameter(GpuProgramParameters.AutoConstantEntry entry, GpuProgramParameters gpuParams) {
      if(customParams[entry.data] != null) {
        gpuParams.SetConstant(entry.index, (Vector4)customParams[entry.data]);
      }
    }

    #endregion
  }
}
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