OGRE  1.12.9
Object-Oriented Graphics Rendering Engine
Ogre::ShadowRenderable Class Referenceabstract

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 ()
 Used only if isLightCapSeparate == true. More...
 
virtual ~ShadowRenderable ()
 
ShadowRenderablegetLightCapRenderable (void)
 Get the light cap version of this renderable. More...
 
const LightListgetLights (void) const
 Gets a list of lights, ordered relative to how close they are to this renderable. More...
 
const MaterialPtrgetMaterial (void) const
 Retrieves a weak reference to the material this renderable object uses. More...
 
void getRenderOperation (RenderOperation &op)
 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
 Returns the camera-relative squared depth of this renderable. More...
 
void getWorldTransforms (Matrix4 *xform) const =0
 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...
 
virtual void rebindIndexBuffer (const HardwareIndexBufferSharedPtr &indexBuffer)=0
 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...
 
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 Vector4getCustomParameter (size_t index) const
 Gets the custom value associated with this Renderable at the given index. More...
 
virtual unsigned short 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...
 
const RenderSystemDataPtrgetRenderSystemData () const
 
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 ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. 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 Vector4 &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 setRenderSystemData (RenderSystemDataPtr val) const
 
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 }
 
typedef SharedPtr< RenderSystemDataRenderSystemDataPtr
 

Detailed Description

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

Remarks
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()

Ogre::ShadowRenderable::ShadowRenderable ( )
inline

Used only if isLightCapSeparate == true.

◆ ~ShadowRenderable()

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

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
inlinevirtual

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

Remarks
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)
inlinevirtual

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
pure virtual

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

Remarks
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.
This method will populate transform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms.
Note
Internal Ogre never supports non-affine matrix for world transform matrix/matrices, the behavior is undefined if returns non-affine matrix here.

Implements Ogre::Renderable.

Implemented in Ogre::ManualObject::ManualObjectSectionShadowRenderable.

◆ getSquaredViewDepth()

Real Ogre::ShadowRenderable::getSquaredViewDepth ( const Camera ) const
inlinevirtual

Returns the camera-relative squared depth of this renderable.

Remarks
Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result.

Implements Ogre::Renderable.

◆ getLights()

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

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

Remarks
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?

Remarks
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()

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

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.

Implemented in Ogre::ManualObject::ManualObjectSectionShadowRenderable.


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