OGRE  14.3
Object-Oriented Graphics Rendering Engine
Ogre::ShadowRenderable Class Reference

Class which represents the renderable aspects of a set of shadow volume faces. More...

#include <OgreShadowCaster.h>

+ Inheritance diagram for Ogre::ShadowRenderable:

Public Member Functions

 ShadowRenderable ()
 
 ShadowRenderable (MovableObject *parent, const HardwareIndexBufferSharedPtr &indexBuffer, const VertexData *vertexData, bool createSeparateLightCap, bool isLightCap=false)
 
virtual ~ShadowRenderable ()
 
ShadowRenderablegetLightCapRenderable (void)
 Get the light cap version of this renderable. More...
 
const LightListgetLights (void) const override
 Gets a list of lights, ordered relative to how close they are to this renderable. More...
 
const MaterialPtrgetMaterial (void) const override
 Retrieves a weak reference to the material this renderable object uses. More...
 
const HardwareVertexBufferSharedPtrgetPositionBuffer (void) const
 
void getRenderOperation (RenderOperation &op) override
 Gets the render operation required to send this object to the frame buffer. More...
 
RenderOperationgetRenderOperationForUpdate (void)
 Get the internal render operation for set up. More...
 
Real getSquaredViewDepth (const Camera *) const override
 Returns the squared distance between the camera and this renderable. More...
 
void getWorldTransforms (Matrix4 *xform) const override
 Gets the world transform matrix / matrices for this renderable object. More...
 
bool isLightCapSeparate (void) const
 Does this renderable require a separate light cap? More...
 
virtual bool isVisible (void) const
 Should this ShadowRenderable be treated as visible? More...
 
void rebindIndexBuffer (const HardwareIndexBufferSharedPtr &indexBuffer)
 This function informs the shadow renderable that the global index buffer from the SceneManager has been updated. More...
 
void setMaterial (const MaterialPtr &mat)
 Set the material to be used by the shadow, should be set by the caller before adding to a render queue. More...
 
- Public Member Functions inherited from Ogre::Renderable
 Renderable ()
 
virtual ~Renderable ()
 Virtual destructor needed as class has virtual methods. More...
 
uint16 _getMaterialLodIndex () const
 
virtual void _updateCustomGpuParameter (const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
 Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows. More...
 
virtual bool getCastsShadows (void) const
 Method which reports whether this renderable would normally cast a shadow. More...
 
const Vector4fgetCustomParameter (size_t index) const
 Gets the custom value associated with this Renderable at the given index. More...
 
virtual uint16 getNumWorldTransforms (void) const
 Returns the number of world transform matrices this renderable requires. More...
 
bool getPolygonModeOverrideable (void) const
 Gets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. More...
 
virtual TechniquegetTechnique (void) const
 Retrieves a pointer to the Material Technique this renderable object uses. More...
 
bool getUseIdentityProjection (void) const
 Returns whether or not to use an 'identity' projection. More...
 
bool getUseIdentityView (void) const
 Returns whether or not to use an 'identity' view. More...
 
const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
bool hasCustomParameter (size_t index) const
 Checks whether a custom value is associated with this Renderable at the given index. More...
 
virtual void postRender (SceneManager *sm, RenderSystem *rsys)
 Called immediately after the Renderable has been rendered. More...
 
virtual bool preRender (SceneManager *sm, RenderSystem *rsys)
 Called just prior to the Renderable being rendered. More...
 
void removeCustomParameter (size_t index)
 Removes a custom value which is associated with this Renderable at the given index. More...
 
void setCustomParameter (size_t index, const Vector4f &value)
 Sets a custom parameter for this Renderable, which may be used to drive calculations for this specific Renderable, like GPU program parameters. More...
 
void setPolygonModeOverrideable (bool override)
 Sets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting. More...
 
void setUseIdentityProjection (bool useIdentityProjection)
 Sets whether or not to use an 'identity' projection. More...
 
void setUseIdentityView (bool useIdentityView)
 Sets whether or not to use an 'identity' view. More...
 
void setUserAny (const Any &anything)
 

Additional Inherited Members

- Public Types inherited from Ogre::Renderable
enum  { DEFAULT_PRIORITY = 100 }
 

Detailed Description

Class which represents the renderable aspects of a set of shadow volume faces.

Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each using their own geometry), it will take more than one ShadowRenderable to render the shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of vertex buffers (not necessarily one buffer, but the positions for the entire geometry should come from one buffer if possible)

Constructor & Destructor Documentation

◆ ShadowRenderable() [1/2]

Ogre::ShadowRenderable::ShadowRenderable ( )
inline

◆ ShadowRenderable() [2/2]

Ogre::ShadowRenderable::ShadowRenderable ( MovableObject parent,
const HardwareIndexBufferSharedPtr indexBuffer,
const VertexData vertexData,
bool  createSeparateLightCap,
bool  isLightCap = false 
)

◆ ~ShadowRenderable()

virtual Ogre::ShadowRenderable::~ShadowRenderable ( )
virtual

Member Function Documentation

◆ setMaterial()

void Ogre::ShadowRenderable::setMaterial ( const MaterialPtr mat)
inline

Set the material to be used by the shadow, should be set by the caller before adding to a render queue.

◆ getMaterial()

const MaterialPtr& Ogre::ShadowRenderable::getMaterial ( void  ) const
inlineoverridevirtual

Retrieves a weak reference to the material this renderable object uses.

Note that the Renderable also has the option to override the getTechnique method to specify a particular Technique to use instead of the best one available.

Implements Ogre::Renderable.

◆ getRenderOperation()

void Ogre::ShadowRenderable::getRenderOperation ( RenderOperation op)
inlineoverridevirtual

Gets the render operation required to send this object to the frame buffer.

Implements Ogre::Renderable.

◆ getRenderOperationForUpdate()

RenderOperation* Ogre::ShadowRenderable::getRenderOperationForUpdate ( void  )
inline

Get the internal render operation for set up.

◆ getWorldTransforms()

void Ogre::ShadowRenderable::getWorldTransforms ( Matrix4 xform) const
overridevirtual

Gets the world transform matrix / matrices for this renderable object.

If the object has any derived transforms, these are expected to be up to date as long as all the SceneNode structures have been updated before this is called.

Note
Internal Ogre never supports non-affine matrix for world transform matrix/matrices, the behavior is undefined if returns non-affine matrix here.

This method will populate transform with 1 matrix if it does not use GPU vertex blending. If it does use GPU vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms.

Note
If MeshManager::getBonesUseObjectSpace() is true, the first matrix must contain the world transform of the object, and the rest of the matrices must contain the bone transforms in object space.

Implements Ogre::Renderable.

◆ getSquaredViewDepth()

Real Ogre::ShadowRenderable::getSquaredViewDepth ( const Camera cam) const
inlineoverridevirtual

Returns the squared distance between the camera and this renderable.

Used to sort transparent objects. Squared distance is used to avoid having to perform a square root on the result.

Implements Ogre::Renderable.

◆ getLights()

const LightList& Ogre::ShadowRenderable::getLights ( void  ) const
overridevirtual

Gets a list of lights, ordered relative to how close they are to this renderable.

Directional lights, which have no position, will always be first on this list.

Implements Ogre::Renderable.

◆ isLightCapSeparate()

bool Ogre::ShadowRenderable::isLightCapSeparate ( void  ) const
inline

Does this renderable require a separate light cap?

If possible, the light cap (when required) should be contained in the usual geometry of the shadow renderable. However, if for some reason the normal depth function (less than) could cause artefacts, then a separate light cap with a depth function of 'always fail' can be used instead. The primary example of this is when there are floating point inaccuracies caused by calculating the shadow geometry separately from the real geometry.

◆ getLightCapRenderable()

ShadowRenderable* Ogre::ShadowRenderable::getLightCapRenderable ( void  )
inline

Get the light cap version of this renderable.

◆ isVisible()

virtual bool Ogre::ShadowRenderable::isVisible ( void  ) const
inlinevirtual

Should this ShadowRenderable be treated as visible?

◆ rebindIndexBuffer()

void Ogre::ShadowRenderable::rebindIndexBuffer ( const HardwareIndexBufferSharedPtr indexBuffer)

This function informs the shadow renderable that the global index buffer from the SceneManager has been updated.

As all shadow use this buffer their pointer must be updated as well.

Parameters
indexBufferPointer to the new index buffer.

◆ getPositionBuffer()

const HardwareVertexBufferSharedPtr& Ogre::ShadowRenderable::getPositionBuffer ( void  ) const
inline

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