OGRE
1.11.6
Object-Oriented Graphics Rendering Engine
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Class to manage the scene object rendering queue. More...
#include <OgreRenderQueue.h>
Classes | |
class | RenderableListener |
Class to listen in on items being added to the render queue. More... | |
Public Types | |
typedef std::unique_ptr< RenderQueueGroup > | RenderQueueGroupMap[RENDER_QUEUE_MAX] |
Public Member Functions | |
RenderQueue () | |
virtual | ~RenderQueue () |
const RenderQueueGroupMap & | _getQueueGroups () const |
Internal method, returns the queue groups. More... | |
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... | |
RenderQueueGroup * | getQueueGroup (uint8 qid) |
Get a render queue group. More... | |
RenderableListener * | getRenderableListener (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... | |
Class to manage the scene object rendering queue.
typedef std::unique_ptr<RenderQueueGroup> Ogre::RenderQueue::RenderQueueGroupMap[RENDER_QUEUE_MAX] |
Ogre::RenderQueue::RenderQueue | ( | ) |
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virtual |
void Ogre::RenderQueue::clear | ( | bool | destroyPassMaps = false | ) |
Empty the queue - should only be called by SceneManagers.
destroyPassMaps | Set to true to destroy all pass maps so that the queue is completely clean (useful when switching scene managers) |
RenderQueueGroup* Ogre::RenderQueue::getQueueGroup | ( | uint8 | qid | ) |
Get a render queue group.
void Ogre::RenderQueue::addRenderable | ( | Renderable * | pRend, |
uint8 | groupID, | ||
ushort | priority | ||
) |
Add a renderable object to the queue.
pRend | Pointer to the Renderable to be added to the queue |
groupID | The 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. |
priority | Controls 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. |
void Ogre::RenderQueue::addRenderable | ( | Renderable * | pRend, |
uint8 | groupId | ||
) |
Add a renderable object to the queue.
pRend | Pointer to the Renderable to be added to the queue |
groupId | The 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. |
void Ogre::RenderQueue::addRenderable | ( | Renderable * | pRend | ) |
Add a renderable object to the queue.
pRend | Pointer to the Renderable to be added to the queue |
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.
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.
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.
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.
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inline |
Internal method, returns the queue groups.
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.
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.
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.
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.
void Ogre::RenderQueue::setShadowCastersCannotBeReceivers | ( | bool | ind | ) |
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
bool Ogre::RenderQueue::getShadowCastersCannotBeReceivers | ( | void | ) | const |
Gets whether or not objects which cast shadows should be treated as never receiving shadows.
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inline |
Set a renderable listener on the queue.
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inline |
void Ogre::RenderQueue::merge | ( | const RenderQueue * | rhs | ) |
Merge render queue.
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.