#include <OgreRenderQueue.h>
Public Types | |
typedef std::map< RenderQueueGroupID, RenderQueueGroup * > | RenderQueueGroupMap |
typedef MapIterator< RenderQueueGroupMap > | QueueGroupIterator |
Iterator over queue groups. | |
Public Methods | |
RenderQueue () | |
virtual | ~RenderQueue () |
void | clear (void) |
Empty the queue - should only be called by SceneManagers. | |
RenderQueueGroup * | getQueueGroup (RenderQueueGroupID qid) |
Get a render queue group. | |
void | addRenderable (Renderable *pRend, RenderQueueGroupID groupID, ushort priority) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend, RenderQueueGroupID groupId) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend) |
Add a renderable object to the queue. | |
RenderQueueGroupID | 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 (RenderQueueGroupID 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. | |
Protected Attributes | |
RenderQueueGroupMap | mGroups |
RenderQueueGroupID | mDefaultQueueGroup |
The current default queue group. | |
ushort | mDefaultRenderablePriority |
The default priority. | |
bool | mSplitPassesByLightingType |
bool | mSplitNoShadowPasses |
This class now includes the concept of 'queue groups' which allows the application adding the renderable to specifically schedule it so that it is included in a discrete group. Good for separating renderables into the main scene, backgrounds and overlays, and also could be used in the future for more complex multipass routines like stenciling.
Definition at line 71 of file OgreRenderQueue.h.
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Iterator over queue groups.
Definition at line 76 of file OgreRenderQueue.h. Referenced by _getQueueGroupIterator(). |
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Definition at line 74 of file OgreRenderQueue.h. |
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Definition at line 37 of file OgreRenderQueue.cpp. References mDefaultQueueGroup, mDefaultRenderablePriority, mGroups, mSplitNoShadowPasses, mSplitPassesByLightingType, Ogre::RENDER_QUEUE_MAIN, and RENDERABLE_DEFAULT_PRIORITY. |
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Definition at line 53 of file OgreRenderQueue.cpp. References mGroups. |
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Internal method, returns an iterator for the queue groups.
Definition at line 105 of file OgreRenderQueue.cpp. References mGroups, and QueueGroupIterator. Referenced by Ogre::SceneManager::_renderVisibleObjects(). |
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Add a renderable object to the queue.
Definition at line 115 of file OgreRenderQueue.cpp. References addRenderable(), mDefaultQueueGroup, and mDefaultRenderablePriority. |
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Add a renderable object to the queue.
Definition at line 110 of file OgreRenderQueue.cpp. References addRenderable(), mDefaultRenderablePriority, and Ogre::RenderQueueGroupID. |
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Add a renderable object to the queue.
Definition at line 74 of file OgreRenderQueue.cpp. References Ogre::RenderQueueGroup::addRenderable(), Ogre::Renderable::getMaterial(), getQueueGroup(), Ogre::RenderQueueGroupID, Ogre::Material::touch(), and Ogre::ushort. Referenced by Ogre::SceneNode::_addBoundingBoxToQueue(), Ogre::SceneNode::_findVisibleObjects(), Ogre::OctreeSceneManager::_findVisibleObjects(), Ogre::SceneManager::_queueSkiesForRendering(), Ogre::TerrainRenderable::_updateRenderQueue(), Ogre::SimpleRenderable::_updateRenderQueue(), Ogre::GuiElement::_updateRenderQueue(), Ogre::Frustum::_updateRenderQueue(), Ogre::Entity::_updateRenderQueue(), Ogre::BorderPanelGuiElement::_updateRenderQueue(), Ogre::BillboardSet::_updateRenderQueue(), and addRenderable(). |
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Empty the queue - should only be called by SceneManagers.
Definition at line 85 of file OgreRenderQueue.cpp. References mGroups. Referenced by Ogre::OctreeSceneManager::_findVisibleObjects(), and Ogre::SceneManager::_renderScene(). |
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Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
Definition at line 120 of file OgreRenderQueue.cpp. References mDefaultQueueGroup, and Ogre::RenderQueueGroupID. Referenced by Ogre::Overlay::_findVisibleObjects(). |
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Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
Definition at line 130 of file OgreRenderQueue.cpp. References mDefaultRenderablePriority, and Ogre::ushort. |
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Get a render queue group.
Definition at line 142 of file OgreRenderQueue.cpp. References mGroups, mSplitNoShadowPasses, mSplitPassesByLightingType, and Ogre::RenderQueueGroupID. Referenced by addRenderable(), and Ogre::SceneManager::initRenderQueue(). |
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Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
Definition at line 125 of file OgreRenderQueue.cpp. References mDefaultQueueGroup, and Ogre::RenderQueueGroupID. Referenced by Ogre::Overlay::_findVisibleObjects(). |
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Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
Definition at line 135 of file OgreRenderQueue.cpp. References mDefaultRenderablePriority, and Ogre::ushort. Referenced by Ogre::Overlay::_findVisibleObjects(). |
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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.
Definition at line 177 of file OgreRenderQueue.cpp. References mGroups, and mSplitNoShadowPasses. Referenced by Ogre::SceneManager::setShadowTechnique(). |
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Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
Definition at line 164 of file OgreRenderQueue.cpp. References mGroups, and mSplitPassesByLightingType. Referenced by Ogre::SceneManager::setShadowTechnique(). |
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The current default queue group.
Definition at line 80 of file OgreRenderQueue.h. Referenced by addRenderable(), getDefaultQueueGroup(), RenderQueue(), and setDefaultQueueGroup(). |
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The default priority.
Definition at line 82 of file OgreRenderQueue.h. Referenced by addRenderable(), getDefaultRenderablePriority(), RenderQueue(), and setDefaultRenderablePriority(). |
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Definition at line 78 of file OgreRenderQueue.h. Referenced by _getQueueGroupIterator(), clear(), getQueueGroup(), RenderQueue(), setSplitNoShadowPasses(), setSplitPassesByLightingType(), and ~RenderQueue(). |
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Definition at line 85 of file OgreRenderQueue.h. Referenced by getQueueGroup(), RenderQueue(), and setSplitNoShadowPasses(). |
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Definition at line 84 of file OgreRenderQueue.h. Referenced by getQueueGroup(), RenderQueue(), and setSplitPassesByLightingType(). |
Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:51:29 2004