#include <IlluminationManager.h>
Static Public Member Functions | |
static void | render (RenderTarget *rt, CubeMapFaces cf=CUBEMAP_FACE_POSITIVE_X) |
Render the scene as described for method update, but without executing any preprocessing. This method is typically called to execute a full final rendering on a render target different from the frame buffer. This is necessary e.g. for textured plane mirrors, or enviroment map faces. | |
static void | updateStaticLightData () |
Scans the RenderSystem and re-allocates rendering runs. Updates the PreComputingRuns associated to lights. | |
static void | update (unsigned long frameNumber, RenderTarget *rt, CubeMapFaces cf=CUBEMAP_FACE_POSITIVE_X) |
Static Public Attributes | |
static PointLightPreProcData * | pointLights [32] |
static unsigned int | nPointLights |
static unsigned int | nAllocatedPointLights |
static SpotLightPreProcData * | spotLights [32] |
static unsigned int | nSpotLights |
static unsigned int | nAllocatedSpotLights |
static DirectionalLightPreProcData * | directionalLights [32] |
static unsigned int | nDirectionalLights |
static unsigned int | nAllocatedDirectionalLights |
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Render the scene as described for method update, but without executing any preprocessing. This method is typically called to execute a full final rendering on a render target different from the frame buffer. This is necessary e.g. for textured plane mirrors, or enviroment map faces.
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This method replaces the standard OGRE rendering pipeline. As opposed to the standard pipeline, entities do not only have a single assigned material, but a FinalRenderingRun of arbitrary complexity, including multiple passes and switching render targets between them. FinalRenderingRuns also define what preprocessing is to be done in a frame. Before rendering all the entities using their associated FinalRenderingRun's FinalRenderingRun::renderSingleEntity, the necessary precomputed data is manufactured for every entity using its EntityRenderingObject's EntityRenderingObject::update. Non entity-bound preprocessing (like creating spot light depth maps) is performed regularly, independent of entities within the scene.
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The array of directional lights. |
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The number of allocated items in the array of directional lights. |
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The number of allocated items in the array of point lights. |
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The number of allocated items in the array of spot lights. |
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The number of actual lights in the array of directional lights. |
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The number of actual lights in the array of point lights. |
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The number of actual lights in the array of spot lights. |
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The array of point lights. |
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The array of spot lights. |