OGRE 14.3
Object-Oriented Graphics Rendering Engine
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A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. More...
#include <OgreRenderQueueSortingGrouping.h>
Public Types | |
typedef ConstMapIterator< PriorityMap > | ConstPriorityMapIterator |
typedef std::map< ushort, RenderPriorityGroup *, std::less< ushort > > | PriorityMap |
typedef MapIterator< PriorityMap > | PriorityMapIterator |
Public Member Functions | |
RenderQueueGroup (bool splitPassesByLightingType, bool splitNoShadowPasses, bool shadowCastersNotReceivers) | |
~RenderQueueGroup () | |
void | addOrganisationMode (QueuedRenderableCollection::OrganisationMode om) |
Add a required sorting / grouping mode for the solids in this group. | |
void | addRenderable (Renderable *pRend, Technique *pTech, ushort priority) |
Add a renderable to this group, with the given priority. | |
void | clear (bool destroy=false) |
Clears this group of renderables. | |
void | defaultOrganisationMode (void) |
Setthe sorting / grouping mode for the solids in this group to the default. | |
const PriorityMap & | getPriorityGroups () const |
bool | getShadowsEnabled (void) const |
Are shadows enabled for this queue? | |
void | merge (const RenderQueueGroup *rhs) |
Merge group of renderables. | |
void | resetOrganisationModes (void) |
Reset the organisation modes required for the solids in this group. | |
void | setShadowCastersCannotBeReceivers (bool ind) |
Sets whether or not objects which cast shadows should be treated as never receiving shadows. | |
void | setShadowsEnabled (bool enabled) |
Indicate whether a given queue group will be doing any shadow setup. | |
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. | |
void | setSplitPassesByLightingType (bool split) |
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. | |
A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer.
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).
typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > Ogre::RenderQueueGroup::PriorityMap |
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Add a renderable to this group, with the given priority.
Clears this group of renderables.
destroy | If false, doesn't delete any priority groups, just empties them. Saves on memory deallocations since the chances are roughly the same kinds of renderables are going to be sent to the queue again next time. If true, completely destroys. |
Indicate whether a given queue group will be doing any shadow setup.
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.
Are shadows enabled for this queue?
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
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.
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
Reset the organisation modes required for the solids in this group.
You can only do this when the group is empty, ie after clearing the queue.
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Add a required sorting / grouping mode for the solids in this group.
You can only do this when the group is empty, ie after clearing the queue.
Setthe sorting / grouping mode for the solids in this group to the default.
You can only do this when the group is empty, ie after clearing the queue.
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inline |
Merge group of renderables.