Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef SceneManagerVectorGraphics_INCLUDE_ONCE 00033 #define SceneManagerVectorGraphics_INCLUDE_ONCE 00034 00035 #include <vlGraphics/SceneManager.hpp> 00036 #include <vlCore/Collection.hpp> 00037 #include <vlGraphics/Frustum.hpp> 00038 00039 namespace vl 00040 { 00041 class VectorGraphics; 00042 //------------------------------------------------------------------------------------------------------------------------------------------- 00043 // SceneManagerVectorGraphics 00044 //------------------------------------------------------------------------------------------------------------------------------------------- 00056 class SceneManagerVectorGraphics: public SceneManager 00057 { 00058 VL_INSTRUMENT_CLASS(vl::SceneManagerVectorGraphics, SceneManager) 00059 00060 public: 00061 SceneManagerVectorGraphics() { mActorRenderRankStart = 0; mVectorGraphicObjects.setAutomaticDelete(false); } 00062 00067 void setActorRenderRankStart(int rank_start) { mActorRenderRankStart = rank_start; } 00068 00070 int actorRenderRankStart() const { return mActorRenderRankStart; } 00071 00072 virtual void extractVisibleActors(ActorCollection& queue, const Camera*) 00073 { 00074 if (cullingEnabled()) 00075 // FIXME: implement 2d culling? 00076 extractActors(queue); 00077 else 00078 extractActors(queue); 00079 } 00080 00081 virtual void extractActors(ActorCollection& queue) 00082 { 00083 int actor_rank = mActorRenderRankStart; 00084 for(int i=0; i<vectorGraphicObjects()->size(); ++i) 00085 { 00086 for(int j=0; j<vectorGraphicObjects()->at(i)->actors()->size(); ++j) 00087 { 00088 vectorGraphicObjects()->at(i)->actors()->at(j)->setRenderRank( actor_rank++ ); 00089 queue.push_back( vectorGraphicObjects()->at(i)->actors()->at(j) ); 00090 } 00091 } 00092 } 00093 00095 Collection<VectorGraphics>* vectorGraphicObjects() { return &mVectorGraphicObjects; } 00096 00098 const Collection<VectorGraphics>* vectorGraphicObjects() const { return &mVectorGraphicObjects; } 00099 00100 protected: 00101 Collection<VectorGraphics> mVectorGraphicObjects; 00102 int mActorRenderRankStart; 00103 }; 00104 //------------------------------------------------------------------------------------------------------------------------------------------- 00105 } 00106 00107 #endif