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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) 2000-2006 The OGRE Team
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Also see acknowledgements in Readme.html
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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-----------------------------------------------------------------------------
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#ifndef _DebugRectangle2D_H__
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#define _DebugRectangle2D_H__
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#include "OgrePagingLandScapePrerequisites.h"
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#ifdef _VISIBILITYDEBUG
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#include "OgreSimpleRenderable.h"
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/** Allows the rendering of a simple 2D rectangle
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This class renders a simple 2D rectangle; this rectangle has no depth and
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therefore is best used with specific render queue and depth settings,
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like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and
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RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads.
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class DebugRectangle2D : public SimpleRenderable
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/** Override this method to prevent parent transforms (rotation,translation,scale)
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void getWorldTransforms(Matrix4* xform) const;
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/** @copydoc Renderable::getWorldOrientation */
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const Quaternion& getWorldOrientation(void) const;
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/** @copydoc Renderable::getWorldPosition */
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const Vector3& getWorldPosition(void) const;
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/** Sets the corners of the rectangle, in relative coordinates.
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left Left position in screen relative coordinates, -1 = left edge, 1.0 = right edge
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top Top position in screen relative coordinates, 1 = top edge, -1 = bottom edge
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right Right position in screen relative coordinates
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bottom Bottom position in screen relative coordinates
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void setCorners(Real left, Real top, Real right, Real bottom);
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Real getSquaredViewDepth(const Camera* cam) const { return 0; }
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Real getBoundingRadius(void) const { return 0; }
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/// Identity view and projection
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bool getUseIdentityProjection(void) const { return mUseIdentityProjection; }
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bool useIdentityProjection(void) const { return true; }
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/// Identity view and projection
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bool getUseIdentityView(void) const { return mUseIdentityView; }
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bool useIdentityView(void) const { return true; }
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#endif //_VISIBILITYDEBUG
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#endif // _DebugRectangle2D_H__