#include <OgreRenderQueue.h>
Public Types | |
typedef std::map < uint8, RenderQueueGroup * > | RenderQueueGroupMap |
typedef MapIterator < RenderQueueGroupMap > | QueueGroupIterator |
Iterator over queue groups. | |
Public Member Functions | |
RenderQueue () | |
virtual | ~RenderQueue () |
void | clear (bool destroyPassMaps=false) |
Empty the queue - should only be called by SceneManagers. | |
RenderQueueGroup * | getQueueGroup (uint8 qid) |
Get a render queue group. | |
void | addRenderable (Renderable *pRend, uint8 groupID, ushort priority) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend, uint8 groupId) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend) |
Add a renderable object to the queue. | |
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. | |
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. | |
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. | |
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. | |
QueueGroupIterator | _getQueueGroupIterator (void) |
Internal method, returns an iterator for the queue groups. | |
void | setSplitPassesByLightingType (bool split) |
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. | |
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 | setShadowCastersCannotBeReceivers (bool ind) |
Sets whether or not objects which cast shadows should be treated as never receiving shadows. | |
void | setRenderableListener (RenderableListener *listener) |
Set a renderable listener on the queue. | |
RenderableListener * | getRenderableListener (void) const |
Protected Attributes | |
RenderQueueGroupMap | mGroups |
uint8 | mDefaultQueueGroup |
The current default queue group. | |
ushort | mDefaultRenderablePriority |
The default priority. | |
bool | mSplitPassesByLightingType |
bool | mSplitNoShadowPasses |
bool | mShadowCastersCannotBeReceivers |
RenderableListener * | mRenderableListener |
Classes | |
class | RenderableListener |
Class to listen in on items being added to the render queue. More... |
Definition at line 82 of file OgreRenderQueue.h.
typedef std::map< uint8, RenderQueueGroup* > Ogre::RenderQueue::RenderQueueGroupMap |
Definition at line 85 of file OgreRenderQueue.h.
Ogre::RenderQueue::RenderQueue | ( | ) |
virtual Ogre::RenderQueue::~RenderQueue | ( | ) | [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.
QueueGroupIterator Ogre::RenderQueue::_getQueueGroupIterator | ( | void | ) |
Internal method, returns an iterator for 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.
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.
void Ogre::RenderQueue::setShadowCastersCannotBeReceivers | ( | bool | ind | ) |
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
void Ogre::RenderQueue::setRenderableListener | ( | RenderableListener * | listener | ) |
Set a renderable listener on the queue.
Definition at line 246 of file OgreRenderQueue.h.
RenderableListener* Ogre::RenderQueue::getRenderableListener | ( | void | ) | const |
Definition at line 249 of file OgreRenderQueue.h.
RenderQueueGroupMap Ogre::RenderQueue::mGroups [protected] |
Definition at line 119 of file OgreRenderQueue.h.
uint8 Ogre::RenderQueue::mDefaultQueueGroup [protected] |
ushort Ogre::RenderQueue::mDefaultRenderablePriority [protected] |
bool Ogre::RenderQueue::mSplitPassesByLightingType [protected] |
Definition at line 125 of file OgreRenderQueue.h.
bool Ogre::RenderQueue::mSplitNoShadowPasses [protected] |
Definition at line 126 of file OgreRenderQueue.h.
bool Ogre::RenderQueue::mShadowCastersCannotBeReceivers [protected] |
Definition at line 127 of file OgreRenderQueue.h.
RenderableListener* Ogre::RenderQueue::mRenderableListener [protected] |
Definition at line 129 of file OgreRenderQueue.h.
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Mon Jun 16 12:52:05 2008