Classes | Public Types | Public Member Functions | Protected Attributes
Ogre::RenderQueue Class Reference

Class to manage the scene object rendering queue. More...

#include <OgreRenderQueue.h>

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

List of all members.

Classes

class  RenderableListener
 Class to listen in on items being added to the render queue. More...

Public Types

typedef ConstMapIterator
< RenderQueueGroupMap
ConstQueueGroupIterator
typedef MapIterator
< RenderQueueGroupMap
QueueGroupIterator
 Iterator over queue groups.
typedef map< uint8,
RenderQueueGroup * >::type 
RenderQueueGroupMap

Public Member Functions

 RenderQueue ()
virtual ~RenderQueue ()
QueueGroupIterator _getQueueGroupIterator (void)
 Internal method, returns an iterator for the queue groups.
ConstQueueGroupIterator _getQueueGroupIterator (void) const
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.
void clear (bool destroyPassMaps=false)
 Empty the queue - should only be called by SceneManagers.
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.
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.
RenderQueueGroupgetQueueGroup (uint8 qid)
 Get a render queue group.
RenderableListenergetRenderableListener (void) const
bool getShadowCastersCannotBeReceivers (void) const
 Gets whether or not objects which cast shadows should be treated as never receiving shadows.
bool getSplitNoShadowPasses (void) const
 Gets 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.
bool getSplitPassesByLightingType (void) const
 Gets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
void merge (const RenderQueue *rhs)
 Merge render queue.
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 *)
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 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 to the queue.
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.
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.
void setRenderableListener (RenderableListener *listener)
 Set a renderable listener on the queue.
void setShadowCastersCannotBeReceivers (bool ind)
 Sets whether or not objects which cast shadows should be treated as never receiving shadows.
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 setSplitPassesByLightingType (bool split)
 Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.

Protected Attributes

uint8 mDefaultQueueGroup
 The current default queue group.
ushort mDefaultRenderablePriority
 The default priority.
RenderQueueGroupMap mGroups
RenderableListenermRenderableListener
bool mShadowCastersCannotBeReceivers
bool mSplitNoShadowPasses
bool mSplitPassesByLightingType

Detailed Description

Class to manage the scene object rendering queue.

Remarks:
Objects are grouped by material to minimise rendering state changes. The map from material to renderable object is wrapped in a class for ease of use.
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 92 of file OgreRenderQueue.h.


Member Typedef Documentation

Definition at line 99 of file OgreRenderQueue.h.

Iterator over queue groups.

Definition at line 98 of file OgreRenderQueue.h.

Definition at line 96 of file OgreRenderQueue.h.


Constructor & Destructor Documentation

virtual Ogre::RenderQueue::~RenderQueue ( ) [virtual]

Member Function Documentation

Internal method, returns an iterator for the queue groups.

void Ogre::RenderQueue::addRenderable ( Renderable pRend,
uint8  groupID,
ushort  priority 
)

Add a renderable object to the queue.

Remarks:
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the advanced version of the call which allows the renderable to be added to any queue.
Note:
Called by implementation of MovableObject::_updateRenderQueue.
Parameters:
pRendPointer to the Renderable to be added to the queue
groupIDThe 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.
priorityControls 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.

Remarks:
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a priority to be specified. The queue priority is take from the current default (see setDefaultRenderablePriority).
Note:
Called by implementation of MovableObject::_updateRenderQueue.
Parameters:
pRendPointer to the Renderable to be added to the queue
groupIdThe 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.

Add a renderable object to the queue.

Remarks:
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a queue or priority to be specified. The queue group is taken from the current default (see setDefaultQueueGroup). The queue priority is take from the current default (see setDefaultRenderablePriority).
Note:
Called by implementation of MovableObject::_updateRenderQueue.
Parameters:
pRendPointer to the Renderable to be added to the queue
void Ogre::RenderQueue::clear ( bool  destroyPassMaps = false)

Empty the queue - should only be called by SceneManagers.

Parameters:
destroyPassMapsSet to true to destroy all pass maps so that the queue is completely clean (useful when switching scene managers)

Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.

Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.

Get a render queue group.

Remarks:
OGRE registers new queue groups as they are requested, therefore this method will always return a valid group.

Definition at line 286 of file OgreRenderQueue.h.

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

Gets 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.

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

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

Merge render queue.

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

Definition at line 96 of file OgreMemoryAllocatedObject.h.

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

Definition at line 102 of file OgreMemoryAllocatedObject.h.

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

Definition at line 108 of file OgreMemoryAllocatedObject.h.

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

Definition at line 113 of file OgreMemoryAllocatedObject.h.

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

Definition at line 119 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 68 of file OgreMemoryAllocatedObject.h.

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

Definition at line 73 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 79 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 86 of file OgreMemoryAllocatedObject.h.

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

Definition at line 91 of file OgreMemoryAllocatedObject.h.

void Ogre::RenderQueue::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 to the queue.

This is a replacement for SceneManager implementations of the associated tasks related to calling MovableObject::_updateRenderQueue.

Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.

See the enum RenderQueueGroupID for what kind of values can be used here.

Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.

Set a renderable listener on the queue.

Remarks:
There can only be a single renderable listener on the queue, since that listener has complete control over the techniques in use.

Definition at line 283 of file OgreRenderQueue.h.

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

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.

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


Member Data Documentation

The current default queue group.

Definition at line 137 of file OgreRenderQueue.h.

The default priority.

Definition at line 139 of file OgreRenderQueue.h.

Definition at line 135 of file OgreRenderQueue.h.

Definition at line 145 of file OgreRenderQueue.h.

Definition at line 143 of file OgreRenderQueue.h.

Definition at line 142 of file OgreRenderQueue.h.

Definition at line 141 of file OgreRenderQueue.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 Mon Jul 27 2020 13:41:32