Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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ILightManager provides an interface for user applications to manipulate the list of lights in the scene. More...
#include <nirtcpp/core/engine/ILightManager.hpp>
Public Member Functions | |
virtual void | OnPreRender (core::array< ISceneNode * > &lightList) |
Called after the scene's light list has been built, but before rendering has begun. | |
virtual void | OnPostRender (void) |
Called after the last scene node is rendered. | |
virtual void | OnRenderPassPreRender (E_SCENE_NODE_RENDER_PASS renderPass) |
Called before a render pass begins. | |
virtual void | OnRenderPassPostRender (E_SCENE_NODE_RENDER_PASS renderPass) |
Called after the render pass specified in OnRenderPassPreRender() ends. | |
virtual void | OnNodePreRender (ISceneNode *node) |
Called before the given scene node is rendered. | |
virtual void | OnNodePostRender (ISceneNode *node) |
Called after the the node specified in OnNodePreRender() has been rendered. | |
Public Member Functions inherited from nirt::IReferenceCounted | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
s32 | getReferenceCount () const |
Get the reference count. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
ILightManager provides an interface for user applications to manipulate the list of lights in the scene.
The light list can be trimmed or re-ordered before device/ hardware lights are created, and/or individual lights can be switched on and off before or after each scene node is rendered. It is assumed that the ILightManager implementation will store any data that it wishes to retain, i.e. the ISceneManager to which it is assigned, the lightList, the current render pass, and the current scene node.
It can also be useful for shaders as it allows finding out the currently rendered SceneNode.
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inlinevirtual |
Called after the the node specified in OnNodePreRender() has been rendered.
[in] | node | the scene node that has just been rendered |
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inlinevirtual |
Called before the given scene node is rendered.
[in] | node | the scene node that's about to be rendered |
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inlinevirtual |
Called after the last scene node is rendered.
After this call returns, the lightList passed to OnPreRender() becomes invalid.
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inlinevirtual |
Called after the scene's light list has been built, but before rendering has begun.
As actual device/hardware lights are not created until the ESNRP_LIGHT render pass, this provides an opportunity for the light manager to trim or re-order the light list, before any device/hardware lights have actually been created.
lightList | the Scene Manager's light list, which the light manager may modify. This reference will remain valid until OnPostRender(). |
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inlinevirtual |
Called after the render pass specified in OnRenderPassPreRender() ends.
[in] | renderPass | the render pass that has finished |
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inlinevirtual |
Called before a render pass begins.
renderPass | the render pass that's about to begin |