#include <OgreRenderQueueSortingGrouping.h>
Public Member Functions | |
RenderPriorityGroup (RenderQueueGroup *parent, bool splitPassesByLightingType, bool splitNoShadowPasses, bool shadowCastersNotReceivers) | |
~RenderPriorityGroup () | |
const QueuedRenderableCollection & | getSolidsBasic (void) const |
Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows. | |
const QueuedRenderableCollection & | getSolidsDiffuseSpecular (void) const |
Get the collection of solids currently queued per light (only applicable in additive shadow modes). | |
const QueuedRenderableCollection & | getSolidsDecal (void) const |
Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes). | |
const QueuedRenderableCollection & | getSolidsNoShadowReceive (void) const |
Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled). | |
const QueuedRenderableCollection & | getTransparents (void) const |
Get the collection of transparent objects currently queued. | |
void | resetOrganisationModes (void) |
Reset the organisation modes required for the solids in this group. | |
void | addOrganisationMode (QueuedRenderableCollection::OrganisationMode om) |
Add a required sorting / grouping mode for the solids in this group. | |
void | defaultOrganisationMode (void) |
Set the sorting / grouping mode for the solids in this group to the default. | |
void | addRenderable (Renderable *pRend, Technique *pTech) |
Add a renderable to this group. | |
void | sort (const Camera *cam) |
Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera. | |
void | clear (void) |
Clears this group of renderables. | |
void | setSplitPassesByLightingType (bool split) |
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. | |
void | setSplitNoShadowPasses (bool split) |
Sets whether or not passes which have shadow receive disabled should be separated. | |
void | setShadowCastersCannotBeReceivers (bool ind) |
Sets whether or not objects which cast shadows should be treated as never receiving shadows. | |
Protected Member Functions | |
void | removePassEntry (Pass *p) |
remove a pass entry from all collections | |
void | addSolidRenderable (Technique *pTech, Renderable *rend, bool toNoShadowMap) |
Internal method for adding a solid renderable. | |
void | addSolidRenderableSplitByLightType (Technique *pTech, Renderable *rend) |
Internal method for adding a solid renderable. | |
void | addTransparentRenderable (Technique *pTech, Renderable *rend) |
Internal method for adding a transparent renderable. | |
Protected Attributes | |
RenderQueueGroup * | mParent |
Parent queue group. | |
bool | mSplitPassesByLightingType |
bool | mSplitNoShadowPasses |
bool | mShadowCastersNotReceivers |
QueuedRenderableCollection | mSolidsBasic |
Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive. | |
QueuedRenderableCollection | mSolidsDiffuseSpecular |
Solid per-light pass list, used with additive shadows. | |
QueuedRenderableCollection | mSolidsDecal |
Solid decal (texture) pass list, used with additive shadows. | |
QueuedRenderableCollection | mSolidsNoShadowReceive |
Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes. | |
QueuedRenderableCollection | mTransparents |
Transparent list. |
Definition at line 311 of file OgreRenderQueueSortingGrouping.h.
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Definition at line 347 of file OgreRenderQueueSortingGrouping.h. |
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Add a required sorting / grouping mode for the solids in this group.
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Add a renderable to this group.
Referenced by Ogre::RenderQueueGroup::addRenderable(). |
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Internal method for adding a solid renderable.
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Internal method for adding a solid renderable.
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Internal method for adding a transparent renderable.
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Clears this group of renderables.
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Set the sorting / grouping mode for the solids in this group to the default.
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Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows.
Definition at line 353 of file OgreRenderQueueSortingGrouping.h. |
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Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes).
Definition at line 361 of file OgreRenderQueueSortingGrouping.h. |
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Get the collection of solids currently queued per light (only applicable in additive shadow modes).
Definition at line 357 of file OgreRenderQueueSortingGrouping.h. |
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Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled).
Definition at line 365 of file OgreRenderQueueSortingGrouping.h. |
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Get the collection of transparent objects currently queued.
Definition at line 368 of file OgreRenderQueueSortingGrouping.h. |
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remove a pass entry from all collections
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Reset the organisation modes required for the solids in this group.
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Sets whether or not objects which cast shadows should be treated as never receiving shadows.
Definition at line 426 of file OgreRenderQueueSortingGrouping.h. |
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Sets whether or not passes which have shadow receive disabled should be separated.
Definition at line 418 of file OgreRenderQueueSortingGrouping.h. |
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Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
Definition at line 410 of file OgreRenderQueueSortingGrouping.h. |
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Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera.
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Parent queue group.
Definition at line 316 of file OgreRenderQueueSortingGrouping.h. |
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Definition at line 319 of file OgreRenderQueueSortingGrouping.h. |
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Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive.
Definition at line 321 of file OgreRenderQueueSortingGrouping.h. |
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Solid decal (texture) pass list, used with additive shadows.
Definition at line 325 of file OgreRenderQueueSortingGrouping.h. |
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Solid per-light pass list, used with additive shadows.
Definition at line 323 of file OgreRenderQueueSortingGrouping.h. |
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Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes.
Definition at line 327 of file OgreRenderQueueSortingGrouping.h. |
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Definition at line 318 of file OgreRenderQueueSortingGrouping.h. |
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Definition at line 317 of file OgreRenderQueueSortingGrouping.h. |
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Transparent list.
Definition at line 329 of file OgreRenderQueueSortingGrouping.h. |
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Mar 12 14:42:09 2006