示例#1
0
//[-------------------------------------------------------]
//[ Private virtual PLEngine::EngineApplication functions ]
//[-------------------------------------------------------]
void Application67::OnCreateScene(SceneContainer &cContainer)
{
	// Create a scene container with our 'concrete sound scene' using the default sound API
	SceneNode *pSceneContainerNode = cContainer.Create("PLSound::SCSound", "SoundScene");
	if (pSceneContainerNode && pSceneContainerNode->IsInstanceOf("PLScene::SceneContainer")) {
		SceneContainer *pSceneContainer = static_cast<SceneContainer*>(pSceneContainerNode);

		// Protect this important container!
		pSceneContainer->SetProtected(true);

		// Populate the scene container
		// Setup scene surface painter
		SurfacePainter *pPainter = GetPainter();
		if (pPainter && pPainter->IsInstanceOf("PLScene::SPScene")) {
			SPScene *pSPScene = static_cast<SPScene*>(pPainter);
			pSPScene->SetRootContainer(cContainer.GetContainer());
			pSPScene->SetSceneContainer(pSceneContainer);

			// Get the scene context
			SceneContext *pSceneContext = GetSceneContext();
			if (pSceneContext) {
				// Create us a scene renderer
				SceneRenderer *pSceneRenderer = pSceneContext->GetSceneRendererManager().Create("2DGame");
				if (pSceneRenderer) {
					// Add begin scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPBegin", "Begin", "TextureFormat=\"R8G8B8A8\" Flags=\"Inactive\"");

					// Add our own scene renderer pass
					pSceneRenderer->Create("SRP2DGame", "2DGame");

					// Add post processing scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPPostProcessing", "PostProcessing");

					// Add end scene renderer pass
					pSceneRenderer->Create("PLCompositing::SRPEnd", "End");

					// Make this scene renderer to the default scene renderer of our scene surface painter
					pSPScene->SetDefaultSceneRenderer(pSceneRenderer->GetName());
				}
			}
		}

		// Set scene container
		SetScene(pSceneContainer);

		// Start the game
		Restart();
	}
}
示例#2
0
/**
*  @brief
*    Returns the used scene renderer
*/
SceneRenderer *SNCamera::GetSceneRenderer() const
{
	// Get/load the scene renderer
	SceneRenderer *pSceneRenderer = m_pSceneRendererHandler->GetResource();
	if (!pSceneRenderer && m_sSceneRendererFilename.GetLength()) {
		// Get the scene context
		SceneContext *pSceneContext = GetSceneContext();
		if (pSceneContext) {
			pSceneRenderer = pSceneContext->GetSceneRendererManager().LoadResource(m_sSceneRendererFilename);
			m_pSceneRendererHandler->SetResource(pSceneRenderer);
		}
	}

	// Return the scene renderer
	return pSceneRenderer;
}
示例#3
0
/**
*  @brief
*    Returns the default scene renderer
*/
SceneRenderer *SPScene::GetDefaultSceneRenderer() const
{
	// Get/load the scene renderer
	SceneRenderer *pSceneRenderer = m_pDefaultSceneRendererHandler->GetResource();
	if (!pSceneRenderer && m_sDefaultSceneRenderer.GetLength()) {
		// Get the root scene container
		SceneContainer *pRootContainer = GetRootContainer();
		if (pRootContainer) {
			// Get the scene context
			SceneContext *pSceneContext = pRootContainer->GetSceneContext();
			if (pSceneContext) {
				pSceneRenderer = pSceneContext->GetSceneRendererManager().LoadResource(m_sDefaultSceneRenderer);
				m_pDefaultSceneRendererHandler->SetResource(pSceneRenderer);
			}
		}
	}

	// Return the scene renderer
	return pSceneRenderer;
}