Coverage Report

Created: 2025-07-11 06:36

/src/ogre/OgreMain/include/OgreViewport.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Viewport_H__
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#define __Viewport_H__
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#include "OgrePrerequisites.h"
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#include "OgreCommon.h"
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#include "OgreFrustum.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup RenderSystem
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    *  @{
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    */
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    /** An abstraction of a viewport, i.e., a rendering region on a render
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        target.
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        A viewport is the meeting of a camera and a rendering surface -
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        the camera renders the scene from a viewpoint, and places its
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        results into some subset of a rendering target, which may be the
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        whole surface or just a part of the surface. Each viewport has a
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        single camera as source and a single target as destination. A
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        camera only has 1 viewport, but a render target may have several.
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        A viewport also has a Z-order, i.e. if there is more than one
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        viewport on a single render target and they overlap, one must
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        obscure the other in some predetermined way.
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    */
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    class _OgreExport Viewport : public ViewportAlloc
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    {
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    public:
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        /** Listener interface so you can be notified of Viewport changes. */
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        class _OgreExport Listener
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        {
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        public:
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            virtual ~Listener() {}
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            /** Notification of when a new camera is set to target listening Viewport. */
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            virtual void viewportCameraChanged(Viewport* viewport) {}
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            /** Notification of when target listening Viewport's dimensions changed. */
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            virtual void viewportDimensionsChanged(Viewport* viewport) {}
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            /** Notification of when target listening Viewport's is destroyed. */
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            virtual void viewportDestroyed(Viewport* viewport) {}
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        };
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        /** The usual constructor.
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            @param camera
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                Pointer to a camera to be the source for the image.
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            @param target
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                Pointer to the render target to be the destination
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                for the rendering.
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            @param left, top, width, height
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                Dimensions of the viewport, expressed as a value between
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                0 and 1. This allows the dimensions to apply irrespective of
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                changes in the target's size: e.g. to fill the whole area,
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                values of 0,0,1,1 are appropriate.
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            @param ZOrder
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                Relative Z-order on the target. Lower = further to
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                the front.
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        */
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        Viewport(Camera* camera, RenderTarget* target, float left, float top, float width, float height, int ZOrder)
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            : Viewport(camera, target, {left, top, left + width, top + height}, ZOrder)
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        {
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        }
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        /// @overload
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        Viewport(Camera* camera, RenderTarget* target, FloatRect relRect, int ZOrder);
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        /** Default destructor.
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        */
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        virtual ~Viewport();
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        /** Notifies the viewport of a possible change in dimensions.
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            Used by the target to update the viewport's dimensions
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            (usually the result of a change in target size).
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            @note
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                Internal use by Ogre only.
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        */
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        void _updateDimensions(void);
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        /** Instructs the viewport to updates its contents.
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        */
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        void update(void);
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        /** Instructs the viewport to clear itself, without performing an update.
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            You would not normally call this method when updating the viewport, 
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            since the viewport usually clears itself when updating anyway. However, if you wish you have the
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            option of manually clearing the frame buffer (or elements of it)
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            using this method.
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            @see Viewport::setClearEveryFrame
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         @param buffers Bitmask identifying which buffer elements to clear
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         @param colour The colour value to clear to, if FBT_COLOUR is included
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         @param depth The depth value to clear to, if FBT_DEPTH is included
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         @param stencil The stencil value to clear to, if FBT_STENCIL is included
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        */
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        void clear(uint32 buffers = FBT_COLOUR | FBT_DEPTH, const ColourValue& colour = ColourValue::Black,
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                   float depth = 1.0f, uint16 stencil = 0);
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        /** Retrieves a pointer to the render target for this viewport.
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        */
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        RenderTarget* getTarget(void) const { return mTarget; }
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        /** Retrieves a pointer to the camera for this viewport.
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        */
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        Camera* getCamera(void) const { return mCamera; }
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        /** Sets the camera to use for rendering to this viewport. */
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        void setCamera(Camera* cam);
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        /** Gets the Z-Order of this viewport. */
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        int getZOrder(void) const { return mZOrder; }
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        /// @name Relative dimensions
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        /// These methods return the relative dimensions of the viewport, which are
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        /// expressed as a value between 0.0 and 1.0.
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        /// @{
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        float getLeft(void) const { return mRelRect.left; }
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        float getTop(void) const { return mRelRect.top; }
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        float getWidth(void) const { return mRelRect.width(); }
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        float getHeight(void) const { return mRelRect.height(); }
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        FloatRect getDimensions(void) const { return mRelRect; }
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        /// @}
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        /** Sets the dimensions (after creation).
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            @param
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                left Left point of viewport.
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            @param
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                top Top point of the viewport.
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            @param
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                width Width of the viewport.
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            @param
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                height Height of the viewport.
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            @note Dimensions relative to the size of the target,
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                represented as real values between 0 and 1. i.e. the full
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                target area is 0, 0, 1, 1.
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        */
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        void setDimensions(float left, float top, float width, float height);
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        /// @name Actual dimensions
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        /// These methods return the actual dimensions of the viewport in pixels.
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        /// @{
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        int getActualLeft(void) const { return mActRect.left; }
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        int getActualTop(void) const { return mActRect.top; }
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        int getActualWidth(void) const { return mActRect.width(); }
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        int getActualHeight(void) const { return mActRect.height(); }
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        Rect getActualDimensions() const { return mActRect; }
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        /// @}
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        /** Sets the initial background colour of the viewport (before
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            rendering).
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        */
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        void setBackgroundColour(const ColourValue& colour) { mBackColour = colour; }
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        /** Gets the background colour.
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        */
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        const ColourValue& getBackgroundColour(void) const { return mBackColour; }
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        /** Sets the initial depth buffer value of the viewport (before
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            rendering). Default is 1
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        */
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        void setDepthClear( float depth ) { mDepthClearValue = depth; }
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        /** Gets the default depth buffer value to which the viewport is cleared.
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        */
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        float getDepthClear(void) const { return mDepthClearValue; }
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        /** Determines whether to clear the viewport before rendering.
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            You can use this method to set which buffers are cleared
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            (if any) before rendering every frame.
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        @param clear Whether or not to clear any buffers
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        @param buffers One or more values from FrameBufferType denoting
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            which buffers to clear, if clear is set to true. Note you should
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            not clear the stencil buffer here unless you know what you're doing.
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         */
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        void setClearEveryFrame(bool clear, unsigned int buffers = FBT_COLOUR | FBT_DEPTH);
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        /** Determines if the viewport is cleared before every frame.
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        */
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        bool getClearEveryFrame(void) const { return mClearEveryFrame; }
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        /** Gets which buffers are to be cleared each frame. */
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        unsigned int getClearBuffers(void) const { return mClearBuffers; }
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        /** Sets whether this viewport should be automatically updated 
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            if Ogre's rendering loop or RenderTarget::update is being used.
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            By default, if you use Ogre's own rendering loop (Root::startRendering)
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            or call RenderTarget::update, all viewports are updated automatically.
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            This method allows you to control that behaviour, if for example you 
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            have a viewport which you only want to update periodically.
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        @param autoupdate If true, the viewport is updated during the automatic
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            render loop or when RenderTarget::update() is called. If false, the 
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            viewport is only updated when its update() method is called explicitly.
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        */
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        void setAutoUpdated(bool autoupdate) { mIsAutoUpdated = autoupdate; }
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        /** Gets whether this viewport is automatically updated if 
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            Ogre's rendering loop or RenderTarget::update is being used.
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        */
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        bool isAutoUpdated() const { return mIsAutoUpdated; }
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        /** Set the material scheme which the viewport should use.
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            This allows you to tell the system to use a particular
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            material scheme when rendering this viewport, which can 
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            involve using different techniques to render your materials.
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        @see Technique::setSchemeName
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        */
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        void setMaterialScheme(const String& schemeName)
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        { mMaterialSchemeName = schemeName; }
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        /** Get the material scheme which the viewport should use.
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        */
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        const String& getMaterialScheme(void) const
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        { return mMaterialSchemeName; }
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        /// @deprecated
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        OGRE_DEPRECATED void getActualDimensions(int& left, int& top, int& width, int& height) const;
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        bool _isUpdated(void) const;
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        void _clearUpdatedFlag(void);
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        /** Gets the number of rendered faces in the last update.
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        */
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        unsigned int _getNumRenderedFaces(void) const;
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        /** Gets the number of rendered batches in the last update.
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        */
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        unsigned int _getNumRenderedBatches(void) const;
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        /** Tells this viewport whether it should display Overlay objects.
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            Overlay objects are layers which appear on top of the scene. They are created via
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            @ref OverlayManager::create and every viewport displays these by default.
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            However, you probably don't want this if you're using multiple viewports,
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            because one of them is probably a picture-in-picture which is not supposed to
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            have overlays of it's own. In this case you can turn off overlays on this viewport
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            by calling this method.
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        @param enabled If true, any overlays are displayed, if false they are not.
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        */
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        void setOverlaysEnabled(bool enabled) { mShowOverlays = enabled; }
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        /** Returns whether or not Overlay objects (created with the OverlayManager) are displayed in this
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            viewport. */
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        bool getOverlaysEnabled(void) const { return mShowOverlays; }
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        /** Tells this viewport whether it should display skies.
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            Skies are layers which appear on background of the scene. They are created via
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            SceneManager::setSkyBox, SceneManager::setSkyPlane and SceneManager::setSkyDome and
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            every viewport displays these by default. However, you probably don't want this if
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            you're using multiple viewports, because one of them is probably a picture-in-picture
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            which is not supposed to have skies of it's own. In this case you can turn off skies
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            on this viewport by calling this method.
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        @param enabled If true, any skies are displayed, if false they are not.
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        */
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        void setSkiesEnabled(bool enabled) { mShowSkies = enabled; }
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        /** Returns whether or not skies (created in the SceneManager) are displayed in this
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            viewport. */
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        bool getSkiesEnabled(void) const { return mShowSkies; }
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        /** Tells this viewport whether it should display shadows.
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            This setting enables you to disable shadow rendering for a given viewport. The global
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            shadow technique set on SceneManager still controls the type and nature of shadows,
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            but this flag can override the setting so that no shadows are rendered for a given
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            viewport to save processing time where they are not required.
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        @param enabled If true, any shadows are displayed, if false they are not.
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        */
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        void setShadowsEnabled(bool enabled) { mShowShadows = enabled; }
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        /** Returns whether or not shadows (defined in the SceneManager) are displayed in this
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            viewport. */
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        bool getShadowsEnabled(void) const { return mShowShadows; }
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        /** Sets a per-viewport visibility mask.
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            The visibility mask is a way to exclude objects from rendering for
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            a given viewport. For each object in the frustum, a check is made
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            between this mask and the objects visibility flags, and if a binary 'and'
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            returns zero, the object will not be rendered.
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            @see MovableObject::setVisibilityFlags
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        */
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        void setVisibilityMask(uint32 mask) { mVisibilityMask = mask; }
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        /** Gets a per-viewport visibility mask.
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        @see Viewport::setVisibilityMask
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        */
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        uint getVisibilityMask(void) const { return mVisibilityMask; }
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        /// Add a listener to this viewport
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        void addListener(Listener* l);
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        /// Remove a listener to this viewport
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        void removeListener(Listener* l);
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    /** Sets the draw buffer type for the next frame.
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      Specifies the particular buffer that will be
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      targeted by the render target. Should be used if
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      the render target supports quad buffer stereo. If
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      the render target does not support stereo (ie. left
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      and right), then only back and front will be used.
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    @param
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      colourBuffer Specifies the particular buffer that will be
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      targeted by the render target.
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    */
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    void setDrawBuffer(ColourBufferType colourBuffer) { mColourBuffer = colourBuffer; }
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    /** Returns the current colour buffer type for this viewport.*/
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    ColourBufferType getDrawBuffer() const { return mColourBuffer; }
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    private:
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        Camera* mCamera;
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        RenderTarget* mTarget;
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        /// Relative dimensions, irrespective of target dimensions (0..1)
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        FloatRect mRelRect;
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        /// Actual dimensions, based on target dimensions
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        Rect mActRect;
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        /// Z-order
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        int mZOrder;
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        /// Background options
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        ColourValue mBackColour;
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        float mDepthClearValue;
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        bool mClearEveryFrame;
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        unsigned int mClearBuffers;
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        bool mUpdated;
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        bool mShowOverlays;
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        bool mShowSkies;
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        bool mShowShadows;
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        uint32 mVisibilityMask;
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        /// Material scheme
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        String mMaterialSchemeName;
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        /// Automatic rendering on/off
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        bool mIsAutoUpdated;
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        typedef std::vector<Listener*> ListenerList;
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        ListenerList mListeners;
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    ColourBufferType mColourBuffer;
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    };
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    /** @} */
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    /** @} */
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}
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#include "OgreHeaderSuffix.h"
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#endif