Ogre::RenderPriorityGroup Class Reference
[RenderSystem]

Collection of renderables by priority. More...

#include <OgreRenderQueueSortingGrouping.h>

Inheritance diagram for Ogre::RenderPriorityGroup:
Inheritance graph
[legend]

List of all members.

Public Member Functions

 RenderPriorityGroup (RenderQueueGroup *parent, bool splitPassesByLightingType, bool splitNoShadowPasses, bool shadowCastersNotReceivers)
 ~RenderPriorityGroup ()
const QueuedRenderableCollectiongetSolidsBasic (void) const
 Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows.
const QueuedRenderableCollectiongetSolidsDiffuseSpecular (void) const
 Get the collection of solids currently queued per light (only applicable in additive shadow modes).
const QueuedRenderableCollectiongetSolidsDecal (void) const
 Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes).
const QueuedRenderableCollectiongetSolidsNoShadowReceive (void) const
 Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled).
const QueuedRenderableCollectiongetTransparentsUnsorted (void) const
 Get the collection of transparent objects currently queued.
const QueuedRenderableCollectiongetTransparents (void) const
 Get the collection of transparent objects currently queued.
void resetOrganisationModes (void)
 Reset the organisation modes required for the solids in this group.
void addOrganisationMode (QueuedRenderableCollection::OrganisationMode om)
 Add a required sorting / grouping mode for the solids in this group.
void defaultOrganisationMode (void)
 Set the sorting / grouping mode for the solids in this group to the default.
void addRenderable (Renderable *pRend, Technique *pTech)
 Add a renderable to this group.
void sort (const Camera *cam)
 Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera.
void clear (void)
 Clears this group of renderables.
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 passes which have shadow receive disabled should be separated.
void setShadowCastersCannotBeReceivers (bool ind)
 Sets whether or not objects which cast shadows should be treated as never receiving shadows.
void merge (const RenderPriorityGroup *rhs)
 Merge group of renderables.
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, void *)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)

Protected Member Functions

void removePassEntry (Pass *p)
 remove a pass entry from all collections
void addSolidRenderable (Technique *pTech, Renderable *rend, bool toNoShadowMap)
 Internal method for adding a solid renderable.
void addSolidRenderableSplitByLightType (Technique *pTech, Renderable *rend)
 Internal method for adding a solid renderable.
void addUnsortedTransparentRenderable (Technique *pTech, Renderable *rend)
 Internal method for adding an unsorted transparent renderable.
void addTransparentRenderable (Technique *pTech, Renderable *rend)
 Internal method for adding a transparent renderable.

Protected Attributes

RenderQueueGroupmParent
 Parent queue group.
bool mSplitPassesByLightingType
bool mSplitNoShadowPasses
bool mShadowCastersNotReceivers
QueuedRenderableCollection mSolidsBasic
 Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive.
QueuedRenderableCollection mSolidsDiffuseSpecular
 Solid per-light pass list, used with additive shadows.
QueuedRenderableCollection mSolidsDecal
 Solid decal (texture) pass list, used with additive shadows.
QueuedRenderableCollection mSolidsNoShadowReceive
 Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes.
QueuedRenderableCollection mTransparentsUnsorted
 Unsorted transparent list.
QueuedRenderableCollection mTransparents
 Transparent list.

Detailed Description

Collection of renderables by priority.

Remarks:
This class simply groups renderables for rendering. All the renderables contained in this class are destined for the same RenderQueueGroup (coarse groupings like those between the main scene and overlays) and have the same priority (fine groupings for detailed overlap control).
This class can order solid renderables by a number of criteria; it can optimise them into groups based on pass to reduce render state changes, or can sort them by ascending or descending view depth. Transparent objects are always ordered by descending depth.
To iterate over items in the collections held by this object you should retrieve the collection in use (e.g. solids, solids with no shadows, transparents) and use the accept() method, providing a class implementing QueuedRenderableVisitor.

Definition at line 323 of file OgreRenderQueueSortingGrouping.h.


Constructor & Destructor Documentation

Ogre::RenderPriorityGroup::RenderPriorityGroup ( RenderQueueGroup parent,
bool  splitPassesByLightingType,
bool  splitNoShadowPasses,
bool  shadowCastersNotReceivers 
)
Ogre::RenderPriorityGroup::~RenderPriorityGroup (  ) 

Definition at line 363 of file OgreRenderQueueSortingGrouping.h.


Member Function Documentation

void Ogre::RenderPriorityGroup::addOrganisationMode ( QueuedRenderableCollection::OrganisationMode  om  ) 

Add a required sorting / grouping mode for the solids in this group.

Remarks:
You can only do this when the group is empty, i.e. after clearing the queue.
See also:
QueuedRenderableCollection::OrganisationMode

Referenced by Ogre::RenderQueueGroup::addRenderable(), and Ogre::RenderQueueGroup::merge().

void Ogre::RenderPriorityGroup::addRenderable ( Renderable pRend,
Technique pTech 
)

Add a renderable to this group.

Referenced by Ogre::RenderQueueGroup::addRenderable().

void Ogre::RenderPriorityGroup::addSolidRenderable ( Technique pTech,
Renderable rend,
bool  toNoShadowMap 
) [protected]

Internal method for adding a solid renderable.

void Ogre::RenderPriorityGroup::addSolidRenderableSplitByLightType ( Technique pTech,
Renderable rend 
) [protected]

Internal method for adding a solid renderable.

void Ogre::RenderPriorityGroup::addTransparentRenderable ( Technique pTech,
Renderable rend 
) [protected]

Internal method for adding a transparent renderable.

void Ogre::RenderPriorityGroup::addUnsortedTransparentRenderable ( Technique pTech,
Renderable rend 
) [protected]

Internal method for adding an unsorted transparent renderable.

void Ogre::RenderPriorityGroup::clear ( void   ) 

Clears this group of renderables.

void Ogre::RenderPriorityGroup::defaultOrganisationMode ( void   ) 

Set the sorting / grouping mode for the solids in this group to the default.

Remarks:
You can only do this when the group is empty, i.e. after clearing the queue.
See also:
QueuedRenderableCollection::OrganisationMode
const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsBasic ( void   )  const

Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows.

Definition at line 369 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsDecal ( void   )  const

Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes).

Definition at line 377 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsDiffuseSpecular ( void   )  const

Get the collection of solids currently queued per light (only applicable in additive shadow modes).

Definition at line 373 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsNoShadowReceive ( void   )  const

Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled).

Definition at line 381 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getTransparents ( void   )  const

Get the collection of transparent objects currently queued.

Definition at line 387 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getTransparentsUnsorted ( void   )  const

Get the collection of transparent objects currently queued.

Definition at line 384 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderPriorityGroup::merge ( const RenderPriorityGroup rhs  ) 

Merge group of renderables.

Referenced by Ogre::RenderQueueGroup::merge().

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 107 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
) [inherited]

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr  )  [inherited]

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 118 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr  )  [inherited]

Definition at line 112 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
) [inherited]

placement operator new

Definition at line 78 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz  )  [inherited]

Definition at line 72 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

operator new, with debug line info

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz  )  [inherited]

Definition at line 90 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

array operator new, with debug line info

Definition at line 85 of file OgreMemoryAllocatedObject.h.

void Ogre::RenderPriorityGroup::removePassEntry ( Pass p  )  [protected]

remove a pass entry from all collections

void Ogre::RenderPriorityGroup::resetOrganisationModes ( void   ) 

Reset the organisation modes required for the solids in this group.

Remarks:
You can only do this when the group is empty, i.e. after clearing the queue.
See also:
QueuedRenderableCollection::OrganisationMode

Referenced by Ogre::RenderQueueGroup::addRenderable(), and Ogre::RenderQueueGroup::merge().

void Ogre::RenderPriorityGroup::setShadowCastersCannotBeReceivers ( bool  ind  ) 

Sets whether or not objects which cast shadows should be treated as never receiving shadows.

Definition at line 445 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderPriorityGroup::setSplitNoShadowPasses ( bool  split  ) 

Sets whether or not passes which have shadow receive disabled should be separated.

Definition at line 437 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderPriorityGroup::setSplitPassesByLightingType ( bool  split  ) 

Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.

Definition at line 429 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderPriorityGroup::sort ( const Camera cam  ) 

Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera.


Member Data Documentation

Parent queue group.

Definition at line 328 of file OgreRenderQueueSortingGrouping.h.

Definition at line 331 of file OgreRenderQueueSortingGrouping.h.

Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive.

Definition at line 333 of file OgreRenderQueueSortingGrouping.h.

Solid decal (texture) pass list, used with additive shadows.

Definition at line 337 of file OgreRenderQueueSortingGrouping.h.

Solid per-light pass list, used with additive shadows.

Definition at line 335 of file OgreRenderQueueSortingGrouping.h.

Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes.

Definition at line 339 of file OgreRenderQueueSortingGrouping.h.

Definition at line 330 of file OgreRenderQueueSortingGrouping.h.

Definition at line 329 of file OgreRenderQueueSortingGrouping.h.

Transparent list.

Definition at line 343 of file OgreRenderQueueSortingGrouping.h.

Unsorted transparent list.

Definition at line 341 of file OgreRenderQueueSortingGrouping.h.


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

Copyright © 2012 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Fri May 25 23:39:12 2012