OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::RenderQueue Class Reference

Class to manage the scene object rendering queue. More...

#include <OgreRenderQueue.h>

+ Inheritance diagram for Ogre::RenderQueue:

Classes

class  RenderableListener
 Class to listen in on items being added to the render queue. More...
 

Public Types

typedef ConstMapIterator< RenderQueueGroupMapConstQueueGroupIterator
 
typedef MapIterator< RenderQueueGroupMapQueueGroupIterator
 Iterator over queue groups. More...
 
typedef map< uint8, RenderQueueGroup *>::type RenderQueueGroupMap
 

Public Member Functions

 RenderQueue ()
 
virtual ~RenderQueue ()
 
QueueGroupIterator _getQueueGroupIterator (void)
 Internal method, returns an iterator for the queue groups. More...
 
ConstQueueGroupIterator _getQueueGroupIterator (void) const
 
void addRenderable (Renderable *pRend, uint8 groupID, ushort priority)
 Add a renderable object to the queue. More...
 
void addRenderable (Renderable *pRend, uint8 groupId)
 Add a renderable object to the queue. More...
 
void addRenderable (Renderable *pRend)
 Add a renderable object to the queue. More...
 
void clear (bool destroyPassMaps=false)
 Empty the queue - should only be called by SceneManagers. More...
 
uint8 getDefaultQueueGroup (void) const
 Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. More...
 
ushort getDefaultRenderablePriority (void) const
 Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. More...
 
RenderQueueGroupgetQueueGroup (uint8 qid)
 Get a render queue group. More...
 
RenderableListenergetRenderableListener (void) const
 
bool getShadowCastersCannotBeReceivers (void) const
 Gets whether or not objects which cast shadows should be treated as never receiving shadows. More...
 
bool getSplitNoShadowPasses (void) const
 Gets 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. More...
 
bool getSplitPassesByLightingType (void) const
 Gets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. More...
 
void merge (const RenderQueue *rhs)
 Merge render queue. More...
 
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 to the queue. More...
 
void setDefaultQueueGroup (uint8 grp)
 Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. More...
 
void setDefaultRenderablePriority (ushort priority)
 Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. More...
 
void setRenderableListener (RenderableListener *listener)
 Set a renderable listener on the queue. More...
 
void setShadowCastersCannotBeReceivers (bool ind)
 Sets whether or not objects which cast shadows should be treated as never receiving shadows. More...
 
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. More...
 
void setSplitPassesByLightingType (bool split)
 Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. More...
 

Detailed Description

Class to manage the scene object rendering queue.

Remarks
Objects are grouped by material to minimise rendering state changes. The map from material to renderable object is wrapped in a class for ease of use.
This class now includes the concept of 'queue groups' which allows the application adding the renderable to specifically schedule it so that it is included in a discrete group. Good for separating renderables into the main scene, backgrounds and overlays, and also could be used in the future for more complex multipass routines like stenciling.

Member Typedef Documentation

◆ RenderQueueGroupMap

◆ QueueGroupIterator

◆ ConstQueueGroupIterator

Constructor & Destructor Documentation

◆ RenderQueue()

Ogre::RenderQueue::RenderQueue ( )

◆ ~RenderQueue()

virtual Ogre::RenderQueue::~RenderQueue ( )
virtual

Member Function Documentation

◆ clear()

void Ogre::RenderQueue::clear ( bool  destroyPassMaps = false)

Empty the queue - should only be called by SceneManagers.

Parameters
destroyPassMapsSet to true to destroy all pass maps so that the queue is completely clean (useful when switching scene managers)

◆ getQueueGroup()

RenderQueueGroup* Ogre::RenderQueue::getQueueGroup ( uint8  qid)

Get a render queue group.

Remarks
OGRE registers new queue groups as they are requested, therefore this method will always return a valid group.

◆ addRenderable() [1/3]

void Ogre::RenderQueue::addRenderable ( Renderable pRend,
uint8  groupID,
ushort  priority 
)

Add a renderable object to the queue.

Remarks
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the advanced version of the call which allows the renderable to be added to any queue.
Note
Called by implementation of MovableObject::_updateRenderQueue.
Parameters
pRendPointer to the Renderable to be added to the queue
groupIDThe group the renderable is to be added to. This can be used to schedule renderable objects in separate groups such that the SceneManager respects the divisions between the groupings and does not reorder them outside these boundaries. This can be handy for overlays where no matter what you want the overlay to be rendered last.
priorityControls the priority of the renderable within the queue group. If this number is raised, the renderable will be rendered later in the group compared to it's peers. Don't use this unless you really need to, manually ordering renderables prevents OGRE from sorting them for best efficiency. However this could be useful for ordering 2D elements manually for example.

◆ addRenderable() [2/3]

void Ogre::RenderQueue::addRenderable ( Renderable pRend,
uint8  groupId 
)

Add a renderable object to the queue.

Remarks
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a priority to be specified. The queue priority is take from the current default (see setDefaultRenderablePriority).
Note
Called by implementation of MovableObject::_updateRenderQueue.
Parameters
pRendPointer to the Renderable to be added to the queue
groupIdThe group the renderable is to be added to. This can be used to schedule renderable objects in separate groups such that the SceneManager respects the divisions between the groupings and does not reorder them outside these boundaries. This can be handy for overlays where no matter what you want the overlay to be rendered last.

◆ addRenderable() [3/3]

void Ogre::RenderQueue::addRenderable ( Renderable pRend)

Add a renderable object to the queue.

Remarks
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a queue or priority to be specified. The queue group is taken from the current default (see setDefaultQueueGroup). The queue priority is take from the current default (see setDefaultRenderablePriority).
Note
Called by implementation of MovableObject::_updateRenderQueue.
Parameters
pRendPointer to the Renderable to be added to the queue

◆ getDefaultQueueGroup()

uint8 Ogre::RenderQueue::getDefaultQueueGroup ( void  ) const

Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.

◆ setDefaultRenderablePriority()

void Ogre::RenderQueue::setDefaultRenderablePriority ( ushort  priority)

Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.

◆ getDefaultRenderablePriority()

ushort Ogre::RenderQueue::getDefaultRenderablePriority ( void  ) const

Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.

◆ setDefaultQueueGroup()

void Ogre::RenderQueue::setDefaultQueueGroup ( uint8  grp)

Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.

See the enum RenderQueueGroupID for what kind of values can be used here.

◆ _getQueueGroupIterator() [1/2]

QueueGroupIterator Ogre::RenderQueue::_getQueueGroupIterator ( void  )

Internal method, returns an iterator for the queue groups.

◆ _getQueueGroupIterator() [2/2]

ConstQueueGroupIterator Ogre::RenderQueue::_getQueueGroupIterator ( void  ) const

◆ setSplitPassesByLightingType()

void Ogre::RenderQueue::setSplitPassesByLightingType ( bool  split)

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

◆ getSplitPassesByLightingType()

bool Ogre::RenderQueue::getSplitPassesByLightingType ( void  ) const

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

◆ setSplitNoShadowPasses()

void Ogre::RenderQueue::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.

◆ getSplitNoShadowPasses()

bool Ogre::RenderQueue::getSplitNoShadowPasses ( void  ) const

Gets 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.

◆ setShadowCastersCannotBeReceivers()

void Ogre::RenderQueue::setShadowCastersCannotBeReceivers ( bool  ind)

Sets whether or not objects which cast shadows should be treated as never receiving shadows.

◆ getShadowCastersCannotBeReceivers()

bool Ogre::RenderQueue::getShadowCastersCannotBeReceivers ( void  ) const

Gets whether or not objects which cast shadows should be treated as never receiving shadows.

◆ setRenderableListener()

void Ogre::RenderQueue::setRenderableListener ( RenderableListener listener)
inline

Set a renderable listener on the queue.

Remarks
There can only be a single renderable listener on the queue, since that listener has complete control over the techniques in use.

◆ getRenderableListener()

RenderableListener* Ogre::RenderQueue::getRenderableListener ( void  ) const
inline

◆ merge()

void Ogre::RenderQueue::merge ( const RenderQueue rhs)

Merge render queue.

◆ processVisibleObject()

void Ogre::RenderQueue::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 to the queue.

This is a replacement for SceneManager implementations of the associated tasks related to calling MovableObject::_updateRenderQueue.


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