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28 #ifndef __RenderQueue_H__
29 #define __RenderQueue_H__
39 struct VisibleObjectsBoundsInfo;
79 #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100
154 void clear(
bool destroyPassMaps =
false);
284 { mRenderableListener = listener; }
287 {
return mRenderableListener; }
299 bool onlyShadowCasters,
@ RENDER_QUEUE_OVERLAY
Use this queue for objects which must be rendered last e.g. overlays.
bool getShadowCastersCannotBeReceivers(void) const
Gets whether or not objects which cast shadows should be treated as never receiving shadows.
void addRenderable(Renderable *pRend, uint8 groupID, ushort priority)
Add a renderable object to the queue.
A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same ti...
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
bool getSplitPassesByLightingType(void) const
Gets whether or not the queue will split passes by their lighting type, ie ambient,...
void setDefaultRenderablePriority(ushort priority)
Sets the current default renderable priority, which will be used for all renderables which do not spe...
virtual bool renderableQueued(Renderable *rend, uint8 groupID, ushort priority, Technique **ppTech, RenderQueue *pQueue)=0
Method called when a Renderable is added to the queue.
A viewpoint from which the scene will be rendered.
ushort mDefaultRenderablePriority
The default priority.
void merge(const RenderQueue *rhs)
Merge render queue.
uint8 getDefaultQueueGroup(void) const
Gets the current default queue group, which will be used for all renderable which do not specify whic...
void processVisibleObject(MovableObject *mo, Camera *cam, bool onlyShadowCasters, VisibleObjectsBoundsInfo *visibleBounds)
Utility method to perform the standard actions associated with getting a visible object to add itself...
RenderQueueGroupMap mGroups
@ RENDER_QUEUE_BACKGROUND
Use this queue for objects which must be rendered first e.g. backgrounds.
Abstract class defining a movable object in a scene.
@ RENDER_QUEUE_SKIES_LATE
Penultimate queue(before overlays), used for skyboxes if rendered last.
@ RENDER_QUEUE_MAIN
The default render queue.
RenderQueueGroup * getQueueGroup(uint8 qid)
Get a render queue group.
void clear(bool destroyPassMaps=false)
Empty the queue - should only be called by SceneManagers.
void addRenderable(Renderable *pRend, uint8 groupId)
Add a renderable object to the queue.
Class representing an approach to rendering this particular Material.
void setShadowCastersCannotBeReceivers(bool ind)
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
Structure collecting together information about the visible objects that have been discovered in a sc...
void setRenderableListener(RenderableListener *listener)
Set a renderable listener on the queue.
bool getSplitNoShadowPasses(void) const
Gets whether or not the queue will split passes which have shadow receive turned off (in their parent...
virtual ~RenderableListener()
@ RENDER_QUEUE_MAX
Final possible render queue, don't exceed this.
void setDefaultQueueGroup(uint8 grp)
Sets the current default queue group, which will be used for all renderable which do not specify whic...
@ RENDER_QUEUE_WORLD_GEOMETRY_2
@ RENDER_QUEUE_SKIES_EARLY
First queue (after backgrounds), used for skyboxes if rendered first.
ushort getDefaultRenderablePriority(void) const
Gets the current default renderable priority, which will be used for all renderables which do not spe...
uint8 mDefaultQueueGroup
The current default queue group.
ConstMapIterator< RenderQueueGroupMap > ConstQueueGroupIterator
bool mSplitNoShadowPasses
void setSplitNoShadowPasses(bool split)
Sets whether or not the queue will split passes which have shadow receive turned off (in their parent...
@ RENDER_QUEUE_WORLD_GEOMETRY_1
Concrete IteratorWrapper for nonconst access to the underlying key-value container.
void addRenderable(Renderable *pRend)
Add a renderable object to the queue.
bool mShadowCastersCannotBeReceivers
map< uint8, RenderQueueGroup * >::type RenderQueueGroupMap
QueueGroupIterator _getQueueGroupIterator(void)
Internal method, returns an iterator for the queue groups.
Abstract class defining the interface all renderable objects must implement.
RenderQueueGroupID
Enumeration of queue groups, by which the application may group queued renderables so that they are r...
Concrete IteratorWrapper for const access to the underlying key-value container.
ConstQueueGroupIterator _getQueueGroupIterator(void) const
void setSplitPassesByLightingType(bool split)
Sets whether or not the queue will split passes by their lighting type, ie ambient,...
RenderableListener * getRenderableListener(void) const
MapIterator< RenderQueueGroupMap > QueueGroupIterator
Iterator over queue groups.
RenderableListener * mRenderableListener
Class to manage the scene object rendering queue.
Class to listen in on items being added to the render queue.
bool mSplitPassesByLightingType
Copyright © 2012 Torus Knot Software Ltd

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