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Ogre::RenderQueueGroup Class Reference

A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. More...

#include <OgreRenderQueueSortingGrouping.h>

List of all members.

Public Types

typedef std::map< ushort,
RenderPriorityGroup *, std::less<
ushort > > 
PriorityMap
typedef MapIterator< PriorityMapPriorityMapIterator

Public Member Functions

 RenderQueueGroup (RenderQueue *parent, bool splitPassesByLightingType, bool splitNoShadowPasses)
 ~RenderQueueGroup ()
PriorityMapIterator getIterator (void)
 Get an iterator for browsing through child contents.

void addRenderable (Renderable *pRend, ushort priority)
 Add a renderable to this group, with the given priority.

void clear (bool destroy=false)
 Clears this group of renderables.

void setShadowsEnabled (bool enabled)
 Indicate whether a given queue group will be doing any shadow setup.

bool getShadowsEnabled (void) const
 Are shadows enabled for this queue?

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 the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used.


Protected Attributes

RenderQueuemParent
bool mSplitPassesByLightingType
bool mSplitNoShadowPasses
PriorityMap mPriorityGroups
 Map of RenderPriorityGroup objects.

bool mShadowsEnabled
 Whether shadows are enabled for this queue.


Detailed Description

A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer.

Remarks:
Each instance of this class itself hold RenderPriorityGroup instances, which are the groupings of renderables by priority for fine control of ordering (not required for most instances).
This is an internal OGRE class, not intended for apps to use.

Definition at line 228 of file OgreRenderQueueSortingGrouping.h.


Member Typedef Documentation

typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > Ogre::RenderQueueGroup::PriorityMap
 

Definition at line 231 of file OgreRenderQueueSortingGrouping.h.

typedef MapIterator<PriorityMap> Ogre::RenderQueueGroup::PriorityMapIterator
 

Definition at line 232 of file OgreRenderQueueSortingGrouping.h.

Referenced by getIterator().


Constructor & Destructor Documentation

Ogre::RenderQueueGroup::RenderQueueGroup RenderQueue parent,
bool  splitPassesByLightingType,
bool  splitNoShadowPasses
 

Definition at line 244 of file OgreRenderQueueSortingGrouping.h.

Ogre::RenderQueueGroup::~RenderQueueGroup  ) 
 

Definition at line 249 of file OgreRenderQueueSortingGrouping.h.


Member Function Documentation

void Ogre::RenderQueueGroup::addRenderable Renderable pRend,
ushort  priority
 

Add a renderable to this group, with the given priority.

Definition at line 265 of file OgreRenderQueueSortingGrouping.h.

References Ogre::RenderPriorityGroup::addRenderable(), and Ogre::ushort.

void Ogre::RenderQueueGroup::clear bool  destroy = false  ) 
 

Clears this group of renderables.

Parameters:
destroy If false, doesn't delete any priority groups, just empties them. Saves on memory deallocations since the chances are rougly the same kinds of renderables are going to be sent to the queue again next time. If true, completely destroys.

Definition at line 294 of file OgreRenderQueueSortingGrouping.h.

PriorityMapIterator Ogre::RenderQueueGroup::getIterator void   ) 
 

Get an iterator for browsing through child contents.

Definition at line 259 of file OgreRenderQueueSortingGrouping.h.

References PriorityMapIterator.

bool Ogre::RenderQueueGroup::getShadowsEnabled void   )  const
 

Are shadows enabled for this queue?

Definition at line 326 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderQueueGroup::setShadowsEnabled bool  enabled  ) 
 

Indicate whether a given queue group will be doing any shadow setup.

Remarks:
This method allows you to inform the queue about a queue group, and to indicate whether this group will require shadow processing of any sort. In order to preserve rendering order, OGRE has to treat queue groups as very separate elements of the scene, and this can result in it having to duplicate shadow setup for each group. Therefore, if you know that a group which you are using will never need shadows, you should preregister the group using this method in order to improve the performance.

Definition at line 323 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderQueueGroup::setSplitNoShadowPasses bool  split  ) 
 

Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used.

Definition at line 345 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderQueueGroup::setSplitPassesByLightingType bool  split  ) 
 

Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.

Definition at line 331 of file OgreRenderQueueSortingGrouping.h.


Member Data Documentation

RenderQueue* Ogre::RenderQueueGroup::mParent [protected]
 

Definition at line 234 of file OgreRenderQueueSortingGrouping.h.

PriorityMap Ogre::RenderQueueGroup::mPriorityGroups [protected]
 

Map of RenderPriorityGroup objects.

Definition at line 238 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderQueueGroup::mShadowsEnabled [protected]
 

Whether shadows are enabled for this queue.

Definition at line 240 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderQueueGroup::mSplitNoShadowPasses [protected]
 

Definition at line 236 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderQueueGroup::mSplitPassesByLightingType [protected]
 

Definition at line 235 of file OgreRenderQueueSortingGrouping.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
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Last modified Sun Feb 12 13:02:25 2006