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VolumeRenderable.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\VolumeRenderable.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ #ifndef OWL_VOLUMERENDERABLE #define OWL_VOLUMERENDERABLE #include
#include
/** Direct Volume Rendering. TODO: LOD: reduce number of slices in distance TODO: option to generate normals for lighting @author W.J. van der Laan */ class VolumeRenderable: public Ogre::SimpleRenderable { public: VolumeRenderable(size_t nSlices, float size, const Ogre::String & texture); ~VolumeRenderable(); // Copydoc Ogre::SimpleRenderable::notifyCurrentCamera void _notifyCurrentCamera( Ogre::Camera* cam ); void getWorldTransforms( Ogre::Matrix4* xform ) const; /** * Retrieves ratios of the origin-centered bounding sphere for this * object. */ Ogre::Real getBoundingRadius() const; /** * Returns the camera-relative squared depth of this renderable. */ Ogre::Real getSquaredViewDepth(const Ogre::Camera*) const; protected: void initialise(); size_t mSlices; float mSize; float mRadius; Ogre::Matrix3 mFakeOrientation; Ogre::String mTexture; Ogre::TextureUnitState *mUnit; }; #endif
VolumeRenderable.h
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