28 #ifndef __RenderQueue_H__
29 #define __RenderQueue_H__
39 struct VisibleObjectsBoundsInfo;
79 #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100
154 void clear(
bool destroyPassMaps =
false);
284 { mRenderableListener = listener; }
287 {
return mRenderableListener; }
299 bool onlyShadowCasters,
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
A viewpoint from which the scene will be rendered.
Concrete IteratorWrapper for const access to the underlying key-value container.
Concrete IteratorWrapper for nonconst access to the underlying key-value container.
Abstract class defining a movable object in a scene.
A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same ti...
Class to listen in on items being added to the render queue.
virtual bool renderableQueued(Renderable *rend, uint8 groupID, ushort priority, Technique **ppTech, RenderQueue *pQueue)=0
Method called when a Renderable is added to the queue.
virtual ~RenderableListener()
Class to manage the scene object rendering queue.
void setSplitPassesByLightingType(bool split)
Sets whether or not the queue will split passes by their lighting type, ie ambient,...
void setRenderableListener(RenderableListener *listener)
Set a renderable listener on the queue.
MapIterator< RenderQueueGroupMap > QueueGroupIterator
Iterator over queue groups.
void setSplitNoShadowPasses(bool split)
Sets whether or not the queue will split passes which have shadow receive turned off (in their parent...
bool getSplitPassesByLightingType(void) const
Gets whether or not the queue will split passes by their lighting type, ie ambient,...
void merge(const RenderQueue *rhs)
Merge render queue.
bool getSplitNoShadowPasses(void) const
Gets whether or not the queue will split passes which have shadow receive turned off (in their parent...
QueueGroupIterator _getQueueGroupIterator(void)
Internal method, returns an iterator for the queue groups.
void processVisibleObject(MovableObject *mo, Camera *cam, bool onlyShadowCasters, VisibleObjectsBoundsInfo *visibleBounds)
Utility method to perform the standard actions associated with getting a visible object to add itself...
bool mSplitNoShadowPasses
RenderQueueGroup * getQueueGroup(uint8 qid)
Get a render queue group.
uint8 mDefaultQueueGroup
The current default queue group.
map< uint8, RenderQueueGroup * >::type RenderQueueGroupMap
void clear(bool destroyPassMaps=false)
Empty the queue - should only be called by SceneManagers.
RenderableListener * getRenderableListener(void) const
void addRenderable(Renderable *pRend, uint8 groupId)
Add a renderable object to the queue.
ushort getDefaultRenderablePriority(void) const
Gets the current default renderable priority, which will be used for all renderables which do not spe...
uint8 getDefaultQueueGroup(void) const
Gets the current default queue group, which will be used for all renderable which do not specify whic...
void setShadowCastersCannotBeReceivers(bool ind)
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
RenderQueueGroupMap mGroups
bool mShadowCastersCannotBeReceivers
void addRenderable(Renderable *pRend)
Add a renderable object to the queue.
bool getShadowCastersCannotBeReceivers(void) const
Gets whether or not objects which cast shadows should be treated as never receiving shadows.
ConstQueueGroupIterator _getQueueGroupIterator(void) const
RenderableListener * mRenderableListener
ConstMapIterator< RenderQueueGroupMap > ConstQueueGroupIterator
void setDefaultRenderablePriority(ushort priority)
Sets the current default renderable priority, which will be used for all renderables which do not spe...
void addRenderable(Renderable *pRend, uint8 groupID, ushort priority)
Add a renderable object to the queue.
void setDefaultQueueGroup(uint8 grp)
Sets the current default queue group, which will be used for all renderable which do not specify whic...
ushort mDefaultRenderablePriority
The default priority.
bool mSplitPassesByLightingType
Abstract class defining the interface all renderable objects must implement.
Class representing an approach to rendering this particular Material.
RenderQueueGroupID
Enumeration of queue groups, by which the application may group queued renderables so that they are r...
@ RENDER_QUEUE_WORLD_GEOMETRY_2
@ RENDER_QUEUE_MAX
Final possible render queue, don't exceed this.
@ RENDER_QUEUE_OVERLAY
Use this queue for objects which must be rendered last e.g. overlays.
@ RENDER_QUEUE_SKIES_LATE
Penultimate queue(before overlays), used for skyboxes if rendered last.
@ RENDER_QUEUE_BACKGROUND
Use this queue for objects which must be rendered first e.g. backgrounds.
@ RENDER_QUEUE_SKIES_EARLY
First queue (after backgrounds), used for skyboxes if rendered first.
@ RENDER_QUEUE_WORLD_GEOMETRY_1
@ RENDER_QUEUE_MAIN
The default render queue.
Structure collecting together information about the visible objects that have been discovered in a sc...