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Ogre::SceneManager Class Reference

Manages the rendering of a 'scene' i.e. More...

#include <OgreSceneManager.h>

Inheritance diagram for Ogre::SceneManager:

Inheritance graph
[legend]
List of all members.

Public Types

typedef MapIterator< SceneLightListLightIterator
typedef MapIterator< EntityListEntityIterator
typedef MapIterator< CameraListCameraIterator
typedef MapIterator< BillboardSetListBillboardSetIterator
typedef MapIterator< AnimationListAnimationIterator
enum  IlluminationRenderStage {
  IRS_NONE, IRS_AMBIENT, IRS_PER_LIGHT, IRS_DECAL,
  IRS_RENDER_TO_TEXTURE, IRS_RENDER_MODULATIVE_PASS
}
 Describes the stage of rendering when performing complex illumination. More...

enum  PrefabType { PT_PLANE }
 Prefab shapes available without loading a model. More...


Public Methods

 SceneManager ()
 Default constructor.

virtual ~SceneManager ()
 Default destructor.

virtual CameracreateCamera (const String &name)
 Creates a camera to be managed by this scene manager.

virtual CameragetCamera (const String &name)
 Retrieves a pointer to the named camera.

virtual void removeCamera (Camera *cam)
 Removes a camera from the scene.

virtual void removeCamera (const String &name)
 Removes a camera from the scene.

virtual void removeAllCameras (void)
 Removes (and destroys) all cameras from the scene.

virtual LightcreateLight (const String &name)
 Creates a light for use in the scene.

virtual LightgetLight (const String &name)
 Returns a pointer to the named Light which has previously been added to the scene.

virtual void removeLight (const String &name)
 Removes the named light from the scene and destroys it.

virtual void removeLight (Light *light)
 Removes the light from the scene and destroys it based on a pointer.

virtual void removeAllLights (void)
 Removes and destroys all lights in the scene.

virtual void _populateLightList (const Vector3 &position, LightList &destList)
 Populate a light list with an ordered set of the lights which are closest to the position specified.

virtual MaterialcreateMaterial (const String &name)
 Creates a new material with default settings with the specified name.

virtual MaterialgetDefaultMaterialSettings (void)
 Returns a pointer to the default Material settings.

virtual MaterialgetMaterial (const String &name)
 Gets a reference to a named Material.

virtual MaterialgetMaterial (int handle)
 Gets a reference to a material by it's numerical handle.

virtual SceneNodecreateSceneNode (void)
 Creates an instance of a SceneNode.

virtual SceneNodecreateSceneNode (const String &name)
 Creates an instance of a SceneNode with a given name.

virtual void destroySceneNode (const String &name)
 Destroys a SceneNode with a given name.

virtual SceneNodegetRootSceneNode (void) const
 Gets the SceneNode at the root of the scene hierarchy.

virtual SceneNodegetSceneNode (const String &name) const
 Retrieves a named SceneNode from the scene graph.

virtual EntitycreateEntity (const String &entityName, const String &meshName)
 Create an Entity (instance of a discrete mesh).

virtual EntitycreateEntity (const String &entityName, PrefabType ptype)
 Create an Entity (instance of a discrete mesh) from a range of prefab shapes.

virtual EntitygetEntity (const String &name)
 Retrieves a pointer to the named Entity.

virtual void removeEntity (Entity *ent)
 Removes & destroys an Entity from the SceneManager.

virtual void removeEntity (const String &name)
 Removes & destroys an Entity from the SceneManager by name.

virtual void removeAllEntities (void)
 Removes & destroys all Entities.

virtual void clearScene (void)
 Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc.

void setAmbientLight (const ColourValue &colour)
 Sets the ambient light level to be used for the scene.

const ColourValuegetAmbientLight (void) const
 Returns the ambient light level to be used for the scene.

virtual void setWorldGeometry (const String &filename)
 Sets the source of the 'world' geometry, i.e.

virtual ViewPoint getSuggestedViewpoint (bool random=false)
 Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.

virtual bool setOption (const String &strKey, const void *pValue)
 Method for setting a specific option of the Scene Manager.

virtual bool getOption (const String &strKey, void *pDestValue)
 Method for getting the value of an implementation-specific Scene Manager option.

virtual bool hasOption (const String &strKey) const
 Method for verifying wether the scene manager has an implementation-specific option.

virtual bool getOptionValues (const String &strKey, std::list< SDDataChunk > &refValueList)
 Method for getting all possible values for a specific option.

virtual bool getOptionKeys (std::list< String > &refKeys)
 Method for getting all the implementation-specific options of the scene manager.

virtual void _updateSceneGraph (Camera *cam)
 Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.

virtual void _findVisibleObjects (Camera *cam, bool onlyShadowCasters)
 Internal method which parses the scene to find visible objects to render.

virtual void _applySceneAnimations (void)
 Internal method for applying animations to scene nodes.

virtual void _renderVisibleObjects (void)
 Sends visible objects found in _findVisibleObjects to the rendering engine.

virtual void _renderScene (Camera *camera, Viewport *vp, bool includeOverlays)
 Prompts the class to send its contents to the renderer.

virtual void _queueSkiesForRendering (Camera *cam)
 Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.

virtual void _setDestinationRenderSystem (RenderSystem *sys)
 Notifies the scene manager of its destination render system.

virtual void setSkyPlane (bool enable, const Plane &plane, const String &materialName, Real scale=1000, Real tiling=10, bool drawFirst=true, Real bow=0)
 Enables / disables a 'sky plane' i.e.

virtual void setSkyBox (bool enable, const String &materialName, Real distance=5000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY)
 Enables / disables a 'sky box' i.e.

virtual void setSkyDome (bool enable, const String &materialName, Real curvature=10, Real tiling=8, Real distance=4000, bool drawFirst=true, const Quaternion &orientation=Quaternion::IDENTITY)
 Enables / disables a 'sky dome' i.e.

void setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0)
 Sets the fogging mode applied to the scene.

virtual FogMode getFogMode (void) const
 Returns the fog mode for the scene.

virtual const ColourValuegetFogColour (void) const
 Returns the fog colour for the scene.

virtual Real getFogStart (void) const
 Returns the fog start distance for the scene.

virtual Real getFogEnd (void) const
 Returns the fog end distance for the scene.

virtual Real getFogDensity (void) const
 Returns the fog density for the scene.

virtual BillboardSetcreateBillboardSet (const String &name, unsigned int poolSize=20)
 Creates a new BillboardSet for use with this scene manager.

virtual BillboardSetgetBillboardSet (const String &name)
 Retrieves a pointer to the named BillboardSet.

virtual void removeBillboardSet (BillboardSet *set)
 Removes & destroys an BillboardSet from the SceneManager.

virtual void removeBillboardSet (const String &name)
 Removes & destroys an BillboardSet from the SceneManager by name.

virtual void removeAllBillboardSets (void)
 Removes & destroys all BillboardSets.

virtual void setDisplaySceneNodes (bool display)
 Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.

virtual AnimationcreateAnimation (const String &name, Real length)
 Creates an animation which can be used to animate scene nodes.

virtual AnimationgetAnimation (const String &name) const
 Looks up an Animation object previously created with createAnimation.

virtual void destroyAnimation (const String &name)
 Destroys an Animation.

virtual void destroyAllAnimations (void)
 Removes all animations created using this SceneManager.

virtual AnimationStatecreateAnimationState (const String &animName)
 Create an AnimationState object for managing application of animations.

virtual AnimationStategetAnimationState (const String &animName)
 Retrieves animation state as previously created using createAnimationState.

virtual void destroyAnimationState (const String &name)
 Destroys an AnimationState.

virtual void destroyAllAnimationStates (void)
 Removes all animation states created using this SceneManager.

virtual void manualRender (RenderOperation *rend, Pass *pass, Viewport *vp, const Matrix4 &worldMatrix, const Matrix4 &viewMatrix, const Matrix4 &projMatrix, bool doBeginEndFrame=false)
 Manual rendering method, for advanced users only.

virtual OverlaycreateOverlay (const String &name, ushort zorder=100)
 Creates a new Overlay.

virtual OverlaygetOverlay (const String &name)
 Gets a pointer to the named Overlay, previously created using createOverlay.

virtual void destroyOverlay (const String &name)
 Destroys the named Overlay.

virtual void destroyAllOverlays (void)
 Destroys all the overlays.

virtual void addRenderQueueListener (RenderQueueListener *newListener)
 Registers a new RenderQueueListener which will be notified when render queues are processed.

virtual void removeRenderQueueListener (RenderQueueListener *delListener)
 Removes a listener previously added with addRenderQueueListener.

void showBoundingBoxes (bool bShow)
 Allows all bounding boxes of scene nodes to be displayed.

bool getShowBoundingBoxes () const
 Returns if all bounding boxes of scene nodes are to be displayed.

void _notifyAutotrackingSceneNode (SceneNode *node, bool autoTrack)
 Internal method for notifying the manager that a SceneNode is autotracking.

virtual AxisAlignedBoxSceneQuerycreateAABBQuery (const AxisAlignedBox &box, unsigned long mask=0xFFFFFFFF)
 Creates an AxisAlignedBoxSceneQuery for this scene manager.

virtual SphereSceneQuerycreateSphereQuery (const Sphere &sphere, unsigned long mask=0xFFFFFFFF)
 Creates a SphereSceneQuery for this scene manager.

virtual PlaneBoundedVolumeListSceneQuerycreatePlaneBoundedVolumeQuery (const PlaneBoundedVolumeList &volumes, unsigned long mask=0xFFFFFFFF)
 Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.

virtual RaySceneQuerycreateRayQuery (const Ray &ray, unsigned long mask=0xFFFFFFFF)
 Creates a RaySceneQuery for this scene manager.

virtual IntersectionSceneQuerycreateIntersectionQuery (unsigned long mask=0xFFFFFFFF)
 Creates an IntersectionSceneQuery for this scene manager.

virtual void destroyQuery (SceneQuery *query)
 Destroys a scene query of any type.

LightIterator getLightIterator (void)
 Returns a specialised MapIterator over all lights in the scene.

EntityIterator getEntityIterator (void)
 Returns a specialised MapIterator over all entities in the scene.

CameraIterator getCameraIterator (void)
 Returns a specialised MapIterator over all cameras in the scene.

BillboardSetIterator getBillboardSetIterator (void)
 Returns a specialised MapIterator over all BillboardSets in the scene.

AnimationIterator getAnimationIterator (void)
 Returns a specialised MapIterator over all animations in the scene.

AnimationStateIterator getAnimationStateIterator (void)
 Returns a specialised MapIterator over all animation states in the scene.

virtual void setShadowTechnique (ShadowTechnique technique)
 Sets the general shadow technique to be used in this scene.

virtual ShadowTechnique getShadowTechnique (void) const
 Gets the current shadow technique.

virtual void setShowDebugShadows (bool debug)
 Enables / disables the rendering of debug information for shadows.

virtual bool getShowDebugShadows (void) const
 Are debug shadows shown?

virtual void setShadowColour (const ColourValue &colour)
 Set the colour used to modulate areas in shadow.

virtual const ColourValuegetShadowColour (void) const
 Get the colour used to modulate areas in shadow.

virtual void setShadowDirectionalLightExtrusionDistance (Real dist)
 Sets the distance a shadow volume is extruded for a directional light.

virtual Real getShadowDirectionalLightExtrusionDistance (void) const
 Gets the distance a shadow volume is extruded for a directional light.

virtual void setShadowFarDistance (Real distance)
 Sets the maximum distance away from the camera that shadows will be visible.

virtual Real getShadowFarDistance (void) const
 Gets the maximum distance away from the camera that shadows will be visible.

virtual void setShadowIndexBufferSize (size_t size)
 Sets the maximum size of the index buffer used to render shadow primitives.

virtual size_t getShadowIndexBufferSize (void) const
 Get the size of the shadow index buffer.

virtual void setShadowTextureSize (unsigned short size)
 Set the size of the texture used for texture-based shadows.

unsigned short getShadowTextureSize (void) const
 Get the size of the texture used for texture based shadows.

virtual void setShadowTextureCount (unsigned short count)
 Set the number of textures allocated for texture-based shadows.

unsigned short getShadowTextureCount (void) const
 Get the number of the textures allocated for texture based shadows.

virtual void setShadowTextureSettings (unsigned short size, unsigned short count)
 Sets the size and count of textures used in texture-based shadows.

virtual void setShadowDirLightTextureOffset (Real offset)
 Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.

virtual void setShadowTextureFadeStart (Real fadeStart)
 Sets the proportional distance at which texture shadows begin to fade out.

virtual void setShadowTextureFadeEnd (Real fadeEnd)
 Sets the proportional distance at which texture shadows finish to fading out.

virtual void setShadowUseInfiniteFarPlane (bool enable)
 Sets whether we should use an inifinite camera far plane when rendering stencil shadows.


Protected Types

typedef std::map< std::string,
Camera *, std::less< std::string > > 
CameraList
typedef std::map< std::string,
Light *, std::less< std::string > > 
SceneLightList
typedef std::map< std::string,
Entity *, std::less< std::string > > 
EntityList
typedef std::map< std::string,
BillboardSet *, std::less<
std::string > > 
BillboardSetList
typedef std::map< String,
SceneNode * > 
SceneNodeList
typedef std::set< SceneNode * > AutoTrackingSceneNodes
 Autotracking scene nodes.

typedef std::map< String,
Animation * > 
AnimationList
 Storage of animations, lookup by name.

typedef std::vector< RenderQueueListener * > RenderQueueListenerList
typedef std::vector< RenderTexture * > ShadowTextureList
typedef std::vector< ShadowCaster * > ShadowCasterList
enum  BoxPlane {
  BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3,
  BP_UP = 4, BP_DOWN = 5
}

Protected Methods

virtual void initRenderQueue (void)
 Internal method for initialising the render queue.

virtual RenderQueuegetRenderQueue (void)
 Retrieves the internal render queue.

virtual PasssetPass (Pass *pass)
 Internal method for setting up the renderstate for a rendering pass.

PassderiveShadowCasterPass (Pass *pass)
 Internal method for turning a regular pass into a shadow caster pass.

PassderiveShadowReceiverPass (Pass *pass)
 Internal method for turning a regular pass into a shadow receiver pass.

bool validatePassForRendering (Pass *pass)
 Internal method to validate whether a Pass should be allowed to render.

bool validateRenderableForRendering (Pass *pass, Renderable *rend)
 Internal method to validate whether a Renderable should be allowed to render.

MeshcreateSkyboxPlane (BoxPlane bp, Real distance, const Quaternion &orientation)
MeshcreateSkydomePlane (BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion &orientation)
void useRenderableViewProjMode (Renderable *pRend)
 Internal method used by _renderVisibleObjects to deal with renderables which override the camera's own view / projection materices.

bool fireRenderQueueStarted (RenderQueueGroupID id)
 Internal method for firing the queue start event, returns true if queue is to be skipped.

bool fireRenderQueueEnded (RenderQueueGroupID id)
 Internal method for firing the queue end event, returns true if queue is to be repeated.

virtual void setViewport (Viewport *vp)
 Internal method for setting the destination viewport for the next render.

virtual void renderSingleObject (Renderable *rend, Pass *pass, bool doLightIteration, const LightList *manualLightList=0)
 Internal utility method for rendering a single object.

virtual void findLightsAffectingFrustum (const Camera *camera)
 Internal method for locating a list of lights which could be affecting the frustum.

virtual void initShadowVolumeMaterials (void)
 Internal method for setting up materials for shadows.

virtual void createShadowTextures (unsigned short size, unsigned short count)
 Internal method for creating shadow textures (texture-based shadows).

virtual void prepareShadowTextures (Camera *cam, Viewport *vp)
 Internal method for preparing shadow textures ready for use in a regular render.

virtual void renderShadowVolumesToStencil (const Light *light, const Camera *cam)
 Internal method for rendering all the objects for a given light into the stencil buffer.

virtual void setShadowVolumeStencilState (bool secondpass, bool zfail, bool twosided)
 Internal utility method for setting stencil state for rendering shadow volumes.

void renderSingleShadowVolumeToStencil (ShadowRenderable *sr, bool zfail, bool stencil2sided, const LightList *manualLightList)
 Render a single shadow volume to the stencil buffer.

virtual const ShadowCasterListfindShadowCastersForLight (const Light *light, const Camera *camera)
 Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.

virtual void renderQueueGroupObjects (RenderQueueGroup *group)
 Render the objects in a given queue group.

virtual void renderBasicQueueGroupObjects (RenderQueueGroup *pGroup)
 Render a group in the ordinary way.

virtual void renderAdditiveStencilShadowedQueueGroupObjects (RenderQueueGroup *group)
 Render a group with the added complexity of additive stencil shadows.

virtual void renderModulativeStencilShadowedQueueGroupObjects (RenderQueueGroup *group)
 Render a group with the added complexity of additive stencil shadows.

virtual void renderTextureShadowCasterQueueGroupObjects (RenderQueueGroup *group)
 Render a group rendering only shadow casters.

virtual void renderTextureShadowReceiverQueueGroupObjects (RenderQueueGroup *group)
 Render a group rendering only shadow receivers.

virtual void renderModulativeTextureShadowedQueueGroupObjects (RenderQueueGroup *group)
 Render a group with the added complexity of additive stencil shadows.

virtual void renderObjects (const RenderPriorityGroup::SolidRenderablePassMap &objs, bool doLightIteration, const LightList *manualLightList=0)
 Render a set of objects, see renderSingleObject for param definitions.

virtual void renderObjects (const RenderPriorityGroup::TransparentRenderablePassList &objs, bool doLightIteration, const LightList *manualLightList=0)
 Render a set of objects, see renderSingleObject for param definitions.


Protected Attributes

RenderQueuemRenderQueue
 Queue of objects for rendering.

ColourValue mAmbientLight
 Current ambient light, cached for RenderSystem.

RenderSystemmDestRenderSystem
 The rendering system to send the scene to.

CameraList mCameras
 Central list of cameras - for easy memory management and lookup.

SceneLightList mLights
 Central list of lights - for easy memory management and lookup.

EntityList mEntities
 Central list of entities - for easy memory management and lookup.

BillboardSetList mBillboardSets
 Central list of billboard sets - for easy memory management and lookup.

SceneNodeList mSceneNodes
 Central list of SceneNodes - for easy memory management.

CameramCameraInProgress
 Camera in progress.

ViewportmCurrentViewport
 Current Viewport.

SceneNodemSceneRoot
 Root scene node.

AutoTrackingSceneNodes mAutoTrackingSceneNodes
EntitymSkyPlaneEntity
EntitymSkyDomeEntity [5]
EntitymSkyBoxEntity [6]
SceneNodemSkyPlaneNode
SceneNodemSkyDomeNode
SceneNodemSkyBoxNode
bool mSkyPlaneEnabled
bool mSkyPlaneDrawFirst
Plane mSkyPlane
bool mSkyBoxEnabled
bool mSkyBoxDrawFirst
Quaternion mSkyBoxOrientation
bool mSkyDomeEnabled
bool mSkyDomeDrawFirst
Quaternion mSkyDomeOrientation
FogMode mFogMode
ColourValue mFogColour
Real mFogStart
Real mFogEnd
Real mFogDensity
PassmShadowCasterPlainBlackPass
 A pass designed to let us render shadow colour on white for texture shadows.

PassmShadowReceiverPass
 A pass designed to let us render shadow receivers for texture shadows.

bool mDisplayNodes
AnimationList mAnimationsList
AnimationStateSet mAnimationStates
bool mCamChanged
 Controller flag for determining if we need to set view/proj matrices.

RenderQueueListenerList mRenderQueueListeners
bool mShowBoundingBoxes
 Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.

AutoParamDataSource mAutoParamDataSource
 Utility class for calculating automatic parameters for gpu programs.

ShadowTechnique mShadowTechnique
bool mDebugShadows
ColourValue mShadowColour
PassmShadowDebugPass
PassmShadowStencilPass
PassmShadowModulativePass
LightList mLightsAffectingFrustum
HardwareIndexBufferSharedPtr mShadowIndexBuffer
size_t mShadowIndexBufferSize
Rectangle2DmFullScreenQuad
Real mShadowDirLightExtrudeDist
IlluminationRenderStage mIlluminationStage
unsigned short mShadowTextureSize
unsigned short mShadowTextureCount
ShadowTextureList mShadowTextures
RenderTexturemCurrentShadowTexture
bool mShadowUseInfiniteFarPlane
ShadowCasterList mShadowCasterList
SphereSceneQuerymShadowCasterSphereQuery
AxisAlignedBoxSceneQuerymShadowCasterAABBQuery
Real mShadowFarDist
Real mShadowFarDistSquared
Real mShadowTextureOffset
Real mShadowTextureFadeStart
Real mShadowTextureFadeEnd
GpuProgramParametersSharedPtr mInfiniteExtrusionParams
GpuProgramParametersSharedPtr mFiniteExtrusionParams
ShadowCasterSceneQueryListener mShadowCasterQueryListener

Friends

class DefaultIntersectionSceneQuery
class DefaultRaySceneQuery
class DefaultSphereSceneQuery
class DefaultAxisAlignedBoxSceneQuery
class DefaultPlaneBoundedVolumeListSceneQuery

Detailed Description

Manages the rendering of a 'scene' i.e.

a collection of primitives.

Remarks:
This class defines the basic behaviour of the 'Scene Manager' family. These classes will organise the objects in the scene and send them to the rendering system, a subclass of RenderSystem. This basic superclass does no sorting, culling or organising of any sort.

Subclasses may use various techniques to organise the scene depending on how they are designed (e.g. BSPs, octrees etc). As with other classes, methods preceded with '_' are designed to be called by other classes in the Ogre system, not by user applications, although this is not forbidden.

Author:
Steve Streeting
Version:
1.0

Definition at line 77 of file OgreSceneManager.h.


Member Typedef Documentation

typedef MapIterator<AnimationList> Ogre::SceneManager::AnimationIterator
 

Definition at line 1387 of file OgreSceneManager.h.

typedef std::map<String, Animation*> Ogre::SceneManager::AnimationList [protected]
 

Storage of animations, lookup by name.

Definition at line 283 of file OgreSceneManager.h.

typedef std::set<SceneNode*> Ogre::SceneManager::AutoTrackingSceneNodes [protected]
 

Autotracking scene nodes.

Definition at line 169 of file OgreSceneManager.h.

typedef MapIterator<BillboardSetList> Ogre::SceneManager::BillboardSetIterator
 

Definition at line 1386 of file OgreSceneManager.h.

typedef std::map<std::string, BillboardSet*, std::less<std::string> > Ogre::SceneManager::BillboardSetList [protected]
 

Definition at line 144 of file OgreSceneManager.h.

typedef MapIterator<CameraList> Ogre::SceneManager::CameraIterator
 

Definition at line 1385 of file OgreSceneManager.h.

typedef std::map<std::string, Camera*, std::less<std::string> > Ogre::SceneManager::CameraList [protected]
 

Definition at line 125 of file OgreSceneManager.h.

typedef MapIterator<EntityList> Ogre::SceneManager::EntityIterator
 

Definition at line 1384 of file OgreSceneManager.h.

typedef std::map<std::string, Entity*, std::less<std::string> > Ogre::SceneManager::EntityList [protected]
 

Definition at line 138 of file OgreSceneManager.h.

typedef MapIterator<SceneLightList> Ogre::SceneManager::LightIterator
 

Definition at line 1383 of file OgreSceneManager.h.

typedef std::vector<RenderQueueListener*> Ogre::SceneManager::RenderQueueListenerList [protected]
 

Definition at line 294 of file OgreSceneManager.h.

typedef std::map<std::string, Light*, std::less<std::string> > Ogre::SceneManager::SceneLightList [protected]
 

Definition at line 131 of file OgreSceneManager.h.

typedef std::map<String, SceneNode*> Ogre::SceneManager::SceneNodeList [protected]
 

Definition at line 150 of file OgreSceneManager.h.

typedef std::vector<ShadowCaster*> Ogre::SceneManager::ShadowCasterList [protected]
 

Definition at line 373 of file OgreSceneManager.h.

Referenced by renderShadowVolumesToStencil().

typedef std::vector<RenderTexture*> Ogre::SceneManager::ShadowTextureList [protected]
 

Definition at line 340 of file OgreSceneManager.h.


Member Enumeration Documentation

enum Ogre::SceneManager::BoxPlane [protected]
 

Enumeration values:
BP_FRONT 
BP_BACK 
BP_LEFT 
BP_RIGHT 
BP_UP 
BP_DOWN 

Definition at line 255 of file OgreSceneManager.h.

Referenced by setSkyBox(), and setSkyDome().

enum Ogre::SceneManager::IlluminationRenderStage
 

Describes the stage of rendering when performing complex illumination.

Enumeration values:
IRS_NONE  No special illumination stage.
IRS_AMBIENT  Ambient stage, when background light is added.
IRS_PER_LIGHT  Diffuse / specular stage, when individual light contributions are added.
IRS_DECAL  Decal stage, when texture detail is added to the lit base.
IRS_RENDER_TO_TEXTURE  Render to texture stage, used for texture based shadows.
IRS_RENDER_MODULATIVE_PASS  Modulative render from shadow texture stage.

Definition at line 98 of file OgreSceneManager.h.

Referenced by prepareShadowTextures().

enum Ogre::SceneManager::PrefabType
 

Prefab shapes available without loading a model.

Note:
Minimal implementation at present.
Todo:
Add more prefabs (teapots, teapots!!!)
Enumeration values:
PT_PLANE 

Definition at line 673 of file OgreSceneManager.h.


Constructor & Destructor Documentation

Ogre::SceneManager::SceneManager  
 

Default constructor.

Definition at line 66 of file OgreSceneManager.cpp.

References Ogre::FOG_NONE, IRS_NONE, mDebugShadows, mDisplayNodes, mFogMode, mFullScreenQuad, mIlluminationStage, mRenderQueue, mSceneRoot, mShadowCasterAABBQuery, mShadowCasterPlainBlackPass, mShadowCasterSphereQuery, mShadowColour, mShadowDebugPass, mShadowDirLightExtrudeDist, mShadowFarDist, mShadowFarDistSquared, mShadowIndexBufferSize, mShadowModulativePass, mShadowReceiverPass, mShadowStencilPass, mShadowTechnique, mShadowTextureCount, mShadowTextureFadeEnd, mShadowTextureFadeStart, mShadowTextureOffset, mShadowTextureSize, mShadowUseInfiniteFarPlane, mShowBoundingBoxes, mSkyBoxEnabled, mSkyBoxEntity, mSkyBoxNode, mSkyDomeEnabled, mSkyDomeEntity, mSkyDomeNode, mSkyPlaneEnabled, mSkyPlaneEntity, mSkyPlaneNode, and Ogre::SHADOWTYPE_NONE.

Ogre::SceneManager::~SceneManager   [virtual]
 

Default destructor.

Definition at line 125 of file OgreSceneManager.cpp.

References clearScene(), mFullScreenQuad, mRenderQueue, mSceneRoot, mShadowCasterAABBQuery, mShadowCasterSphereQuery, and removeAllCameras().


Member Function Documentation

void Ogre::SceneManager::_applySceneAnimations void    [virtual]
 

Internal method for applying animations to scene nodes.

Remarks:
Uses the internally stored AnimationState objects to apply animation to SceneNodes.

Definition at line 2226 of file OgreSceneManager.cpp.

References Ogre::Animation::_getTrackList(), Ogre::Animation::apply(), getAnimation(), mAnimationStates, and Ogre::Node::resetToInitialState().

Referenced by _renderScene().

void Ogre::SceneManager::_findVisibleObjects Camera   cam,
bool    onlyShadowCasters
[virtual]
 

Internal method which parses the scene to find visible objects to render.

Remarks:
If you're implementing a custom scene manager, this is the most important method to override since it's here you can apply your custom world partitioning scheme. Once you have added the appropriate objects to the render queue, you can let the default SceneManager objects _renderVisibleObjects handle the actual rendering of the objects you pick.

Any visible objects will be added to a rendering queue, which is indexed by material in order to ensure objects with the same material are rendered together to minimise render state changes.

Reimplemented in Ogre::BspSceneManager, and Ogre::OctreeSceneManager.

Definition at line 1276 of file OgreSceneManager.cpp.

References Ogre::SceneNode::_findVisibleObjects(), getRenderQueue(), mDisplayNodes, and mSceneRoot.

Referenced by _renderScene().

void Ogre::SceneManager::_notifyAutotrackingSceneNode SceneNode   node,
bool    autoTrack
 

Internal method for notifying the manager that a SceneNode is autotracking.

Definition at line 2529 of file OgreSceneManager.cpp.

References mAutoTrackingSceneNodes.

Referenced by Ogre::SceneNode::setAutoTracking().

void Ogre::SceneManager::_populateLightList const Vector3   position,
LightList   destList
[virtual]
 

Populate a light list with an ordered set of the lights which are closest to the position specified.

Remarks:
Note that since directional lights have no position, they are always considered closer than any point lights and as such will always take precedence.

Subclasses of the default SceneManager may wish to take into account other issues such as possible visibility of the light if that information is included in their data structures. This basic scenemanager simply orders by distance, eliminating those lights which are out of range.

The number of items in the list max exceed the maximum number of lights supported by the renderer, but the extraneous ones will never be used. In fact the limit will be imposed by Pass::getMaxSimultaneousLights.

Parameters:
position  The position at which to evaluate the list of lights
destList  List to be populated with ordered set of lights; will be cleared by this method before population.

Definition at line 295 of file OgreSceneManager.cpp.

References Ogre::Light::getAttenuationRange(), Ogre::Light::getDerivedPosition(), Ogre::Light::getType(), Ogre::MovableObject::isVisible(), Ogre::LightList, mLights, Ogre::Real, and Ogre::Light::tempSquareDist.

Referenced by Ogre::SceneNode::getLights().

void Ogre::SceneManager::_queueSkiesForRendering Camera   cam [virtual]
 

Internal method for queueing the sky objects with the params as previously set through setSkyBox, setSkyPlane and setSkyDome.

Definition at line 2412 of file OgreSceneManager.cpp.

References Ogre::RenderQueue::addRenderable(), Ogre::Camera::getDerivedPosition(), getRenderQueue(), Ogre::Entity::getSubEntity(), mSkyBoxDrawFirst, mSkyBoxEntity, mSkyBoxNode, mSkyDomeDrawFirst, mSkyDomeEntity, mSkyDomeNode, mSkyPlaneDrawFirst, mSkyPlaneEntity, mSkyPlaneNode, Ogre::RENDER_QUEUE_SKIES_EARLY, Ogre::RENDER_QUEUE_SKIES_LATE, RENDERABLE_DEFAULT_PRIORITY, Ogre::RenderQueueGroupID, Ogre::Node::setPosition(), and Ogre::uint.

Referenced by _renderScene().

void Ogre::SceneManager::_renderScene Camera   camera,
Viewport   vp,
bool    includeOverlays
[virtual]
 

Prompts the class to send its contents to the renderer.

Remarks:
This method prompts the scene manager to send the contents of the scene it manages to the rendering pipeline, possibly preceded by some sorting, culling or other scene management tasks. Note that this method is not normally called directly by the user application; it is called automatically by the Ogre rendering loop.
Parameters:
camera  Pointer to a camera from whose viewpoint the scene is to be rendered.
vp  The target viewport
includeOverlays  Whether or not overlay objects should be rendered

Definition at line 700 of file OgreSceneManager.cpp.

References _applySceneAnimations(), Ogre::Camera::_autoTrack(), Ogre::RenderSystem::_beginFrame(), Ogre::RenderSystem::_beginGeometryCount(), Ogre::RenderSystem::_endFrame(), _findVisibleObjects(), Ogre::RenderSystem::_getFaceCount(), Ogre::Camera::_notifyRenderedFaces(), _queueSkiesForRendering(), _renderVisibleObjects(), Ogre::RenderSystem::_setRasterisationMode(), _updateSceneGraph(), Ogre::RenderQueue::clear(), Ogre::RenderSystem::enableClipPlane(), findLightsAffectingFrustum(), Ogre::RenderSystem::getCapabilities(), Ogre::Camera::getDetailLevel(), Ogre::Frustum::getFarClipDistance(), Ogre::Viewport::getOverlaysEnabled(), getRenderQueue(), Ogre::Viewport::getTarget(), Ogre::Camera::getWindowPlanes(), Ogre::RenderSystemCapabilities::hasCapability(), initShadowVolumeMaterials(), IRS_RENDER_TO_TEXTURE, Ogre::Frustum::isReflected(), Ogre::Camera::isWindowSet(), mAmbientLight, mAutoParamDataSource, mAutoTrackingSceneNodes, mCamChanged, mCameraInProgress, mDestRenderSystem, mIlluminationStage, mShadowDirLightExtrudeDist, mShadowTechnique, mShadowUseInfiniteFarPlane, prepareShadowTextures(), Ogre::RSC_INFINITE_FAR_PLANE, Ogre::RSC_USER_CLIP_PLANES, Ogre::AutoParamDataSource::setAmbientLightColour(), Ogre::RenderSystem::setClipPlane(), Ogre::AutoParamDataSource::setCurrentCamera(), Ogre::AutoParamDataSource::setCurrentRenderTarget(), Ogre::Frustum::setFarClipDistance(), Ogre::RenderSystem::setInvertVertexWinding(), Ogre::AutoParamDataSource::setShadowDirLightExtrusionDistance(), setViewport(), Ogre::SHADOWTYPE_NONE, Ogre::SHADOWTYPE_STENCIL_ADDITIVE, Ogre::SHADOWTYPE_STENCIL_MODULATIVE, Ogre::SHADOWTYPE_TEXTURE_MODULATIVE, and Ogre::ushort.

Referenced by Ogre::Camera::_renderScene().

void Ogre::SceneManager::_renderVisibleObjects void    [virtual]
 

Sends visible objects found in _findVisibleObjects to the rendering engine.

Reimplemented in Ogre::BspSceneManager, and Ogre::TerrainSceneManager.

Definition at line 1284 of file OgreSceneManager.cpp.

References Ogre::RenderQueue::_getQueueGroupIterator(), fireRenderQueueEnded(), fireRenderQueueStarted(), getRenderQueue(), Ogre::RenderQueueGroupID, and renderQueueGroupObjects().

Referenced by _renderScene().

void Ogre::SceneManager::_setDestinationRenderSystem RenderSystem   sys [virtual]
 

Notifies the scene manager of its destination render system.

Remarks:
Called automatically by RenderSystem::addSceneManager this method simply notifies the manager of the render system to which its output must be directed.
Parameters:
sys  Pointer to the RenderSystem subclass to be used as a render target.

Definition at line 861 of file OgreSceneManager.cpp.

References mDestRenderSystem.

Referenced by Ogre::SceneManagerEnumerator::setSceneManager().

void Ogre::SceneManager::_updateSceneGraph Camera   cam [virtual]
 

Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class.

Remarks:
This must be done before issuing objects to the rendering pipeline, since derived transformations from parent nodes are not updated until required. This SceneManager is a basic implementation which simply updates all nodes from the root. This ensures the scene is up to date but requires all the nodes to be updated even if they are not visible. Subclasses could trim this such that only potentially visible nodes are updated.

Reimplemented in Ogre::OctreeSceneManager, and Ogre::TerrainSceneManager.

Definition at line 1265 of file OgreSceneManager.cpp.

References Ogre::SceneNode::_update(), and mSceneRoot.

Referenced by _renderScene().

void Ogre::SceneManager::addRenderQueueListener RenderQueueListener   newListener [virtual]
 

Registers a new RenderQueueListener which will be notified when render queues are processed.

Definition at line 2466 of file OgreSceneManager.cpp.

References mRenderQueueListeners.

void Ogre::SceneManager::clearScene void    [virtual]
 

Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc.

Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 441 of file OgreSceneManager.cpp.

References destroyAllAnimations(), Ogre::SceneNode::detachAllObjects(), mAutoTrackingSceneNodes, mSceneNodes, mSceneRoot, mSkyBoxEnabled, mSkyBoxNode, mSkyDomeEnabled, mSkyDomeNode, mSkyPlaneEnabled, mSkyPlaneNode, removeAllBillboardSets(), Ogre::Node::removeAllChildren(), removeAllEntities(), and removeAllLights().

Referenced by ~SceneManager().

AxisAlignedBoxSceneQuery * Ogre::SceneManager::createAABBQuery const AxisAlignedBox   box,
unsigned long    mask = 0xFFFFFFFF
[virtual]
 

Creates an AxisAlignedBoxSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery for full details.

The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.

Parameters:
box  Details of the box which describes the region for this query.
mask  The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.

Definition at line 3579 of file OgreSceneManager.cpp.

References DefaultAxisAlignedBoxSceneQuery, Ogre::AxisAlignedBoxSceneQuery::setBox(), and Ogre::SceneQuery::setQueryMask().

Referenced by findShadowCastersForLight().

Animation * Ogre::SceneManager::createAnimation const String   name,
Real    length
[virtual]
 

Creates an animation which can be used to animate scene nodes.

Remarks:
An animation is a collection of 'tracks' which over time change the position / orientation of Node objects. In this case, the animation will likely have tracks to modify the position / orientation of SceneNode objects, e.g. to make objects move along a path.

You don't need to use an Animation object to move objects around - you can do it yourself using the methods of the Node in your FrameListener class. However, when you need relatively complex scripted animation, this is the class to use since it will interpolate between keyframes for you and generally make the whole process easier to manage.

A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). In addition, through animation blending a single Node can be affected by multiple animations, athough this is more useful when performing skeletal animation (see Skeleton::createAnimation).

Note that whilst it uses the same classes, the animations created here are kept separate from the skeletal animations of meshes (each Skeleton owns those animations).

Parameters:
name  The name of the animation, must be unique within this SceneManager.
length  The total length of the animation.

Definition at line 2086 of file OgreSceneManager.cpp.

References mAnimationsList, and Ogre::Real.

AnimationState * Ogre::SceneManager::createAnimationState const String   animName [virtual]
 

Create an AnimationState object for managing application of animations.

Remarks:
You can create Animation objects for animating SceneNode obejcts using the createAnimation method. However, in order to actually apply those animations you have to call methods on Node and Animation in a particular order (namely Node::resetToInitialState and Animation::apply). To make this easier and to help track the current time position of animations, the AnimationState object is provided. So if you don't want to control animation application manually, call this method, update the returned object as you like every frame and let SceneManager apply the animation state for you.

Remember, AnimationState objects are disabled by default at creation time. Turn them on when you want them using their setEnabled method.

Note that any SceneNode affected by this automatic animation will have it's state reset to it's initial position before application of the animation. Unless specifically modified using Node::setInitialState the Node assumes it's initial state is at the origin. If you want the base state of the SceneNode to be elsewhere, make your changes to the node using the standard transform methods, then call setInitialState to 'bake' this reference position into the node.

Parameters:
animName  The name of an animation created already with createAnimation.

Definition at line 2153 of file OgreSceneManager.cpp.

References Except, getAnimation(), Ogre::Animation::getLength(), and mAnimationStates.

BillboardSet * Ogre::SceneManager::createBillboardSet const String   name,
unsigned int    poolSize = 20
[virtual]
 

Creates a new BillboardSet for use with this scene manager.

Remarks:
This method creates a new BillboardSet which is registered with the SceneManager. The SceneManager will destroy this object when it shuts down or when the SceneManager::clearScene method is called, so the caller does not have to worry about destroying this object (in fact, it definitely should not do this).

See the BillboardSet documentations for full details of the returned class.

Parameters:
name  The name to give to this billboard set. Must be unique.
poolSize  The initial size of the pool of billboards (see BillboardSet for more information)
See also:
BillboardSet

Definition at line 2033 of file OgreSceneManager.cpp.

References mBillboardSets.

Camera * Ogre::SceneManager::createCamera const String   name [virtual]
 

Creates a camera to be managed by this scene manager.

Remarks:
This camera must be added to the scene at a later time using the attachObject method of the SceneNode class.
Parameters:
name  Name to give the new camera.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 155 of file OgreSceneManager.cpp.

References mCameras.

Referenced by createShadowTextures().

Entity * Ogre::SceneManager::createEntity const String   entityName,
PrefabType    ptype
[virtual]
 

Create an Entity (instance of a discrete mesh) from a range of prefab shapes.

Parameters:
entityName  The name to be given to the entity (must be unique).
ptype  The prefab type.

Definition at line 333 of file OgreSceneManager.cpp.

References createEntity(), and PT_PLANE.

Entity * Ogre::SceneManager::createEntity const String   entityName,
const String   meshName
[virtual]
 

Create an Entity (instance of a discrete mesh).

Parameters:
entityName  The name to be given to the entity (must be unique).
meshName  The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already.

Definition at line 347 of file OgreSceneManager.cpp.

References Except, and mEntities.

Referenced by Ogre::Entity::clone(), createEntity(), Ogre::OverlayManager::parseNewMesh(), setSkyBox(), setSkyDome(), and setSkyPlane().

IntersectionSceneQuery * Ogre::SceneManager::createIntersectionQuery unsigned long    mask = 0xFFFFFFFF [virtual]
 

Creates an IntersectionSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for locating intersecting objects. See SceneQuery and IntersectionSceneQuery for full details.

The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.

Parameters:
mask  The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.

Reimplemented in Ogre::BspSceneManager.

Definition at line 3617 of file OgreSceneManager.cpp.

References DefaultIntersectionSceneQuery, and Ogre::SceneQuery::setQueryMask().

Light * Ogre::SceneManager::createLight const String   name [virtual]
 

Creates a light for use in the scene.

Remarks:
Lights can either be in a fixed position and independent of the scene graph, or they can be attached to SceneNodes so they derive their position from the parent node. Either way, they are created using this method so that the SceneManager manages their existence.
Parameters:
name  The name of the new light, to identify it later.

Definition at line 227 of file OgreSceneManager.cpp.

References mLights.

Material * Ogre::SceneManager::createMaterial const String   name [virtual]
 

Creates a new material with default settings with the specified name.

See also:
SceneManager::getDefaultMaterialSettings

Definition at line 470 of file OgreSceneManager.cpp.

Referenced by Ogre::Quake3Shader::createAsMaterial(), Ogre::BspLevel::loadQuake3Level(), and Ogre::TerrainSceneManager::setWorldGeometry().

Overlay * Ogre::SceneManager::createOverlay const String   name,
ushort    zorder = 100
[virtual]
 

Creates a new Overlay.

Remarks:
Overlays can be used to render heads-up-displays (HUDs), menu systems, cockpits and any other 2D or 3D object you need to appear above the rest of the scene. See the Overlay class for more information.

NOTE: after creation, the Overlay is initially hidden. You can create as many overlays as you like ready to be displayed whenever. Just call Overlay::show to display the overlay.

Parameters:
name  The name to give the overlay, must be unique.
zorder  The zorder of the overlay relative to it's peers, higher zorders appear on top of lower ones.

Definition at line 2281 of file OgreSceneManager.cpp.

References Ogre::Overlay::setZOrder(), and Ogre::ushort.

PlaneBoundedVolumeListSceneQuery * Ogre::SceneManager::createPlaneBoundedVolumeQuery const PlaneBoundedVolumeList   volumes,
unsigned long    mask = 0xFFFFFFFF
[virtual]
 

Creates a PlaneBoundedVolumeListSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for a region enclosed by a set of planes (normals pointing inwards). See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details.

The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.

Parameters:
volumes  Details of the volumes which describe the region for this query.
mask  The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.

Definition at line 3597 of file OgreSceneManager.cpp.

References DefaultPlaneBoundedVolumeListSceneQuery, Ogre::PlaneBoundedVolumeList, Ogre::SceneQuery::setQueryMask(), and Ogre::PlaneBoundedVolumeListSceneQuery::setVolumes().

RaySceneQuery * Ogre::SceneManager::createRayQuery const Ray   ray,
unsigned long    mask = 0xFFFFFFFF
[virtual]
 

Creates a RaySceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, looking for objects which fall along a ray. See SceneQuery and RaySceneQuery for full details.

The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.

Parameters:
ray  Details of the ray which describes the region for this query.
mask  The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.

Definition at line 3608 of file OgreSceneManager.cpp.

References DefaultRaySceneQuery, Ogre::SceneQuery::setQueryMask(), and Ogre::RaySceneQuery::setRay().

SceneNode * Ogre::SceneManager::createSceneNode const String   name [virtual]
 

Creates an instance of a SceneNode with a given name.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.

To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.

Note that this method takes a name parameter, which makes the node easier to retrieve directly again later.

Reimplemented in Ogre::BspSceneManager, and Ogre::OctreeSceneManager.

Definition at line 503 of file OgreSceneManager.cpp.

References Ogre::Node::getName(), and mSceneNodes.

SceneNode * Ogre::SceneManager::createSceneNode void    [virtual]
 

Creates an instance of a SceneNode.

Remarks:
Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes.

To include the returned SceneNode in the scene, use the addChild method of the SceneNode which is to be it's parent.

Note that this method takes no parameters, and the node created is unnamed (it is actually given a generated name, which you can retrieve if you want). If you wish to create a node with a specific name, call the alternative method which takes a name parameter.

Reimplemented in Ogre::BspSceneManager, and Ogre::OctreeSceneManager.

Definition at line 496 of file OgreSceneManager.cpp.

References Ogre::Node::getName(), and mSceneNodes.

Referenced by Ogre::SceneNode::createChildImpl(), Ogre::OverlayManager::parseNewMesh(), setSkyBox(), setSkyDome(), and setSkyPlane().

void Ogre::SceneManager::createShadowTextures unsigned short    size,
unsigned short    count
[protected, virtual]
 

Internal method for creating shadow textures (texture-based shadows).

Definition at line 3356 of file OgreSceneManager.cpp.

References Ogre::RenderTarget::addViewport(), createCamera(), Ogre::RenderSystem::createRenderTexture(), Ogre::Pass::createTextureUnitState(), Ogre::RenderSystem::destroyRenderTexture(), Ogre::Viewport::getCamera(), Ogre::RenderTarget::getName(), Ogre::Technique::getPass(), Ogre::Material::getTechnique(), Ogre::RenderTarget::getViewport(), mDestRenderSystem, mShadowTechnique, mShadowTextureCount, mShadowTextures, mShadowTextureSize, Ogre::Pass::removeAllTextureUnitStates(), removeCamera(), Ogre::Frustum::setAspectRatio(), Ogre::RenderTarget::setAutoUpdated(), Ogre::Viewport::setClearEveryFrame(), Ogre::Viewport::setOverlaysEnabled(), Ogre::TextureUnitState::setProjectiveTexturing(), Ogre::TextureUnitState::setTextureAddressingMode(), Ogre::SHADOWTYPE_TEXTURE_MODULATIVE, and Ogre::Material::touch().

Referenced by setShadowTechnique(), setShadowTextureCount(), setShadowTextureSettings(), and setShadowTextureSize().

Mesh * Ogre::SceneManager::createSkyboxPlane BoxPlane    bp,
Real    distance,
const Quaternion   orientation
[protected]
 

Definition at line 1121 of file OgreSceneManager.cpp.

References BP_BACK, BP_DOWN, BP_FRONT, BP_LEFT, BP_RIGHT, BP_UP, Ogre::MeshManager::createPlane(), Ogre::Plane::d, Ogre::ResourceManager::getByName(), Ogre::Plane::normal, Ogre::Real, and Ogre::ResourceManager::unload().

Referenced by setSkyBox().

Mesh * Ogre::SceneManager::createSkydomePlane BoxPlane    bp,
Real    curvature,
Real    tiling,
Real    distance,
const Quaternion   orientation
[protected]
 

Definition at line 1191 of file OgreSceneManager.cpp.

References BP_BACK, BP_DOWN, BP_FRONT, BP_LEFT, BP_RIGHT, BP_UP, Ogre::MeshManager::createCurvedIllusionPlane(), Ogre::Plane::d, Ogre::ResourceManager::getByName(), Ogre::Plane::normal, Ogre::Real, and Ogre::ResourceManager::unload().

Referenced by setSkyDome().

SphereSceneQuery * Ogre::SceneManager::createSphereQuery const Sphere   sphere,
unsigned long    mask = 0xFFFFFFFF
[virtual]
 

Creates a SphereSceneQuery for this scene manager.

Remarks:
This method creates a new instance of a query object for this scene manager, for a spherical region. See SceneQuery and SphereSceneQuery for full details.

The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required.

Parameters:
sphere  Details of the sphere which describes the region for this query.
mask  The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details.

Definition at line 3588 of file OgreSceneManager.cpp.

References DefaultSphereSceneQuery, Ogre::SceneQuery::setQueryMask(), and Ogre::SphereSceneQuery::setSphere().

Referenced by findShadowCastersForLight().

Pass * Ogre::SceneManager::deriveShadowCasterPass Pass   pass [protected]
 

Internal method for turning a regular pass into a shadow caster pass.

Remarks:
This is only used for texture shadows, basically we're trying to ensure that objects are rendered solid black. This method will usually return the standard solid black pass for all fixed function passes, but will merge in a vertex program and fudge the AutpoParamDataSource to set black lighting for passes with vertex programs.

Definition at line 2917 of file OgreSceneManager.cpp.

References Ogre::Pass::getShadowCasterVertexProgramName(), Ogre::Pass::getShadowCasterVertexProgramParameters(), Ogre::Pass::getVertexProgram(), Ogre::Pass::hasVertexProgram(), Ogre::Resource::isLoaded(), Ogre::GpuProgram::load(), mShadowCasterPlainBlackPass, Ogre::Pass::setVertexProgram(), Ogre::Pass::setVertexProgramParameters(), and Ogre::SHADOWTYPE_TEXTURE_MODULATIVE.

Referenced by setPass().

Pass * Ogre::SceneManager::deriveShadowReceiverPass Pass   pass [protected]
 

Internal method for turning a regular pass into a shadow receiver pass.

Remarks:
This is only used for texture shadows, basically we're trying to ensure that objects are rendered with a projective texture. This method will usually return a standard single-texture pass for all fixed function passes, but will merge in a vertex program for passes with vertex programs.

Definition at line 2959 of file OgreSceneManager.cpp.

References Ogre::Pass::getShadowReceiverVertexProgramName(), Ogre::Pass::getShadowReceiverVertexProgramParameters(), Ogre::Pass::getVertexProgram(), Ogre::Pass::hasVertexProgram(), Ogre::Resource::isLoaded(), Ogre::GpuProgram::load(), mShadowReceiverPass, Ogre::Pass::setVertexProgram(), Ogre::Pass::setVertexProgramParameters(), and Ogre::SHADOWTYPE_TEXTURE_MODULATIVE.

Referenced by setPass().

void Ogre::SceneManager::destroyAllAnimations void    [virtual]
 

Removes all animations created using this SceneManager.

Definition at line 2139 of file OgreSceneManager.cpp.

References destroyAllAnimationStates(), and mAnimationsList.

Referenced by clearScene().

void Ogre::SceneManager::destroyAllAnimationStates void    [virtual]
 

Removes all animation states created using this SceneManager.

Definition at line 2221 of file OgreSceneManager.cpp.

References mAnimationStates.

Referenced by destroyAllAnimations().

void Ogre::SceneManager::destroyAllOverlays void    [virtual]
 

Destroys all the overlays.

Definition at line 2357 of file OgreSceneManager.cpp.

void Ogre::SceneManager::destroyAnimation const String   name [virtual]
 

Destroys an Animation.

Remarks:
You should ensure that none of your code is referencing this animation objects since the memory will be freed.

Definition at line 2105 of file OgreSceneManager.cpp.

References Except, mAnimationsList, and mAnimationStates.

void Ogre::SceneManager::destroyAnimationState const String   name [virtual]
 

Destroys an AnimationState.

Remarks:
You should ensure that none of your code is referencing this animation state object since the memory will be freed.

Definition at line 2205 of file OgreSceneManager.cpp.

References Except, and mAnimationStates.

void Ogre::SceneManager::destroyOverlay const String   name [virtual]
 

Destroys the named Overlay.

Definition at line 2331 of file OgreSceneManager.cpp.

References Except.

void Ogre::SceneManager::destroyQuery SceneQuery   query [virtual]
 

Destroys a scene query of any type.

Definition at line 3625 of file OgreSceneManager.cpp.

void Ogre::SceneManager::destroySceneNode const String   name [virtual]
 

Destroys a SceneNode with a given name.

Remarks:
This allows you to physically delete an individual SceneNode if you want to. Note that this is not normally recommended, it's better to allow SceneManager to delete the nodes when the scene is cleared.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 510 of file OgreSceneManager.cpp.

References Except, Ogre::SceneNode::getAutoTrackTarget(), mAutoTrackingSceneNodes, mSceneNodes, and Ogre::SceneNode::setAutoTracking().

Referenced by Ogre::SceneNode::removeAndDestroyAllChildren(), and Ogre::SceneNode::removeAndDestroyChild().

void Ogre::SceneManager::findLightsAffectingFrustum const Camera   camera [protected, virtual]
 

Internal method for locating a list of lights which could be affecting the frustum.

Remarks:
Custom scene managers are encouraged to override this method to make use of their scene partitioning scheme to more efficiently locate lights, and to eliminate lights which may be occluded by word geometry.

Definition at line 2597 of file OgreSceneManager.cpp.

References Ogre::Light::getAttenuationRange(), Ogre::Light::getDerivedPosition(), Ogre::Light::getType(), Ogre::Frustum::isVisible(), mLights, mLightsAffectingFrustum, Ogre::Sphere::setCenter(), and Ogre::Sphere::setRadius().

Referenced by _renderScene().

const SceneManager::ShadowCasterList & Ogre::SceneManager::findShadowCastersForLight const Light   light,
const Camera   camera
[protected, virtual]
 

Internal method for locating a list of shadow casters which could be affecting the frustum for a given light.

Remarks:
Custom scene managers are encouraged to override this method to add optimisations, and to add their own custom shadow casters (perhaps for world geometry)

Definition at line 2686 of file OgreSceneManager.cpp.

References Ogre::Light::_getFrustumClipVolumes(), createAABBQuery(), createSphereQuery(), Ogre::RegionSceneQuery::execute(), Ogre::Light::getAttenuationRange(), Ogre::Light::getDerivedPosition(), Ogre::Light::getDirection(), Ogre::Light::getPosition(), Ogre::Light::getType(), Ogre::Frustum::getWorldSpaceCorners(), Ogre::Frustum::isVisible(), Ogre::Vector3::makeCeil(), Ogre::Vector3::makeFloor(), mShadowCasterAABBQuery, mShadowCasterList, mShadowCasterQueryListener, mShadowCasterSphereQuery, mShadowDirLightExtrudeDist, mShadowFarDistSquared, Ogre::PlaneBoundedVolumeList, Ogre::SceneManager::ShadowCasterSceneQueryListener::prepare(), Ogre::AxisAlignedBoxSceneQuery::setBox(), Ogre::AxisAlignedBox::setExtents(), and Ogre::SphereSceneQuery::setSphere().

Referenced by renderShadowVolumesToStencil().

bool Ogre::SceneManager::fireRenderQueueEnded RenderQueueGroupID    id [protected]
 

Internal method for firing the queue end event, returns true if queue is to be repeated.

Definition at line 2499 of file OgreSceneManager.cpp.

References mRenderQueueListeners, and Ogre::RenderQueueGroupID.

Referenced by _renderVisibleObjects().

bool Ogre::SceneManager::fireRenderQueueStarted RenderQueueGroupID    id [protected]
 

Internal method for firing the queue start event, returns true if queue is to be skipped.

Definition at line 2486 of file OgreSceneManager.cpp.

References mRenderQueueListeners, and Ogre::RenderQueueGroupID.

Referenced by _renderVisibleObjects().

const ColourValue & Ogre::SceneManager::getAmbientLight void    const
 

Returns the ambient light level to be used for the scene.

Definition at line 1985 of file OgreSceneManager.cpp.

References mAmbientLight.

Animation * Ogre::SceneManager::getAnimation const String   name const [virtual]
 

Looks up an Animation object previously created with createAnimation.

Definition at line 2093 of file OgreSceneManager.cpp.

References Except, and mAnimationsList.

Referenced by _applySceneAnimations(), and createAnimationState().

AnimationIterator Ogre::SceneManager::getAnimationIterator void   
 

Returns a specialised MapIterator over all animations in the scene.

Definition at line 1406 of file OgreSceneManager.h.

AnimationState * Ogre::SceneManager::getAnimationState const String   animName [virtual]
 

Retrieves animation state as previously created using createAnimationState.

Definition at line 2190 of file OgreSceneManager.cpp.

References Except, and mAnimationStates.

AnimationStateIterator Ogre::SceneManager::getAnimationStateIterator void   
 

Returns a specialised MapIterator over all animation states in the scene.

Definition at line 1410 of file OgreSceneManager.h.

References Ogre::AnimationStateIterator.

BillboardSet * Ogre::SceneManager::getBillboardSet const String   name [virtual]
 

Retrieves a pointer to the named BillboardSet.

Definition at line 2041 of file OgreSceneManager.cpp.

References mBillboardSets.

BillboardSetIterator Ogre::SceneManager::getBillboardSetIterator void   
 

Returns a specialised MapIterator over all BillboardSets in the scene.

Definition at line 1402 of file OgreSceneManager.h.

Camera * Ogre::SceneManager::getCamera const String   name [virtual]
 

Retrieves a pointer to the named camera.

Definition at line 165 of file OgreSceneManager.cpp.

References mCameras.

Referenced by Ogre::OctreeSceneManager::_findVisibleObjects().

CameraIterator Ogre::SceneManager::getCameraIterator void   
 

Returns a specialised MapIterator over all cameras in the scene.

Definition at line 1398 of file OgreSceneManager.h.

Material * Ogre::SceneManager::getDefaultMaterialSettings void    [virtual]
 

Returns a pointer to the default Material settings.

Remarks:
Ogre comes configured with a set of defaults for newly created materials. If you wish to have a different set of defaults, simply call this method and change the returned Material's settings. All materials created from then on will be configured with the new defaults you have specified.

The default settings begin as a single Technique with a single, non-programmable Pass:

  • ambient = ColourValue::White
  • diffuse = ColourValue::White
  • specular = ColourValue::Black
  • emmissive = ColourValue::Black
  • shininess = 0
  • No texture unit settings (& hence no textures)
  • SourceBlendFactor = SBF_ONE
  • DestBlendFactor = SBF_ZERO (no blend, replace with new colour)
  • Depth buffer checking on
  • Depth buffer writing on
  • Depth buffer comparison function = CMPF_LESS_EQUAL
  • Colour buffer writing on for all channels
  • Culling mode = CULL_CLOCKWISE
  • Ambient lighting = ColourValue(0.5, 0.5, 0.5) (mid-grey)
  • Dynamic lighting enabled
  • Gourad shading mode
  • Bilinear texture filtering

Definition at line 479 of file OgreSceneManager.cpp.

Entity * Ogre::SceneManager::getEntity const String   name [virtual]
 

Retrieves a pointer to the named Entity.

Definition at line 374 of file OgreSceneManager.cpp.

References mEntities.

EntityIterator Ogre::SceneManager::getEntityIterator void   
 

Returns a specialised MapIterator over all entities in the scene.

Definition at line 1394 of file OgreSceneManager.h.

const ColourValue & Ogre::SceneManager::getFogColour void    const [virtual]
 

Returns the fog colour for the scene.

Definition at line 2013 of file OgreSceneManager.cpp.

References mFogColour.

Real Ogre::SceneManager::getFogDensity void    const [virtual]
 

Returns the fog density for the scene.

Definition at line 2028 of file OgreSceneManager.cpp.

References mFogDensity, and Ogre::Real.

Real Ogre::SceneManager::getFogEnd void    const [virtual]
 

Returns the fog end distance for the scene.

Definition at line 2023 of file OgreSceneManager.cpp.

References mFogEnd, and Ogre::Real.

FogMode Ogre::SceneManager::getFogMode void    const [virtual]
 

Returns the fog mode for the scene.

Definition at line 2008 of file OgreSceneManager.cpp.

References Ogre::FogMode, and mFogMode.

Real Ogre::SceneManager::getFogStart void    const [virtual]
 

Returns the fog start distance for the scene.

Definition at line 2018 of file OgreSceneManager.cpp.

References mFogStart, and Ogre::Real.

Light * Ogre::SceneManager::getLight const String   name [virtual]
 

Returns a pointer to the named Light which has previously been added to the scene.

Definition at line 235 of file OgreSceneManager.cpp.

References mLights.

LightIterator Ogre::SceneManager::getLightIterator void   
 

Returns a specialised MapIterator over all lights in the scene.

Definition at line 1390 of file OgreSceneManager.h.

Material * Ogre::SceneManager::getMaterial int    handle [virtual]
 

Gets a reference to a material by it's numerical handle.

Remarks:
Numerical handles are assigned on creation of a material, or when a copy is registered with the SceneManager using the addMaterial method.

Definition at line 490 of file OgreSceneManager.cpp.

Material * Ogre::SceneManager::getMaterial const String   name [virtual]
 

Gets a reference to a named Material.

Definition at line 484 of file OgreSceneManager.cpp.

Referenced by Ogre::BspLevel::loadQuake3Level(), Ogre::BspSceneManager::processVisibleLeaf(), setSkyBox(), setSkyDome(), and setSkyPlane().

virtual bool Ogre::SceneManager::getOption const String   strKey,
void *    pDestValue
[virtual]
 

Method for getting the value of an implementation-specific Scene Manager option.

Parameters:
strKey  The name of the option
pDestValue  A pointer to a memory location where the value will be copied. Currently, the memory will be allocated by the scene manager, but this may change
Returns:
On success, true is returned and pDestValue points to the value of the given option.

On failiure, false is returned and pDestValue is set to NULL.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 804 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getOptionKeys std::list< String > &    refKeys [virtual]
 

Method for getting all the implementation-specific options of the scene manager.

Parameters:
refKeys  A reference to a list that will be filled with all the available options.
Returns:
On success, true is returned. On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 838 of file OgreSceneManager.h.

virtual bool Ogre::SceneManager::getOptionValues const String   strKey,
std::list< SDDataChunk > &    refValueList
[virtual]
 

Method for getting all possible values for a specific option.

When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept.

Parameters:
strKey  The name of the option to get the values for.
refValueList  A reference to a list that will be filled with the available values.
Returns:
On success (the option exists), true is returned.

On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 830 of file OgreSceneManager.h.

Overlay * Ogre::SceneManager::getOverlay const String   name [virtual]
 

Gets a pointer to the named Overlay, previously created using createOverlay.

Definition at line 2306 of file OgreSceneManager.cpp.

References Except.

RenderQueue * Ogre::SceneManager::getRenderQueue void    [protected, virtual]
 

Retrieves the internal render queue.

Definition at line 136 of file OgreSceneManager.cpp.

References initRenderQueue(), and mRenderQueue.

Referenced by _findVisibleObjects(), Ogre::OctreeSceneManager::_findVisibleObjects(), _queueSkiesForRendering(), _renderScene(), _renderVisibleObjects(), Ogre::BspSceneManager::processVisibleLeaf(), and setShadowTechnique().

SceneNode * Ogre::SceneManager::getRootSceneNode void    const [virtual]
 

Gets the SceneNode at the root of the scene hierarchy.

Remarks:
The entire scene is held as a hierarchy of nodes, which allows things like relative transforms, general changes in rendering state etc (See the SceneNode class for more info). In this basic SceneManager class, the application using Ogre is free to structure this hierarchy however it likes, since it has no real significance apart from making transforms relative to each node (more specialised subclasses will provide utility methods for building specific node structures e.g. loading a BSP tree).

However, in all cases there is only ever one root node of the hierarchy, and this method returns a pointer to it.

Definition at line 544 of file OgreSceneManager.cpp.

References mSceneRoot.

Referenced by Ogre::TerrainSceneManager::setWorldGeometry().

SceneNode * Ogre::SceneManager::getSceneNode const String   name const [virtual]
 

Retrieves a named SceneNode from the scene graph.

Remarks:
If you chose to name a SceneNode as you created it, or if you happened to make a note of the generated name, you can look it up wherever it is in the scene graph using this method.

Definition at line 549 of file OgreSceneManager.cpp.

References Except, and mSceneNodes.

Referenced by Ogre::OctreeSceneManager::destroySceneNode().

const ColourValue & Ogre::SceneManager::getShadowColour void    const [virtual]
 

Get the colour used to modulate areas in shadow.

Remarks:
This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas.

Definition at line 3294 of file OgreSceneManager.cpp.

References mShadowColour.

Real Ogre::SceneManager::getShadowDirectionalLightExtrusionDistance void    const [virtual]
 

Gets the distance a shadow volume is extruded for a directional light.

Definition at line 3310 of file OgreSceneManager.cpp.

References mShadowDirLightExtrudeDist, and Ogre::Real.

virtual Real Ogre::SceneManager::getShadowFarDistance void    const [virtual]
 

Gets the maximum distance away from the camera that shadows will be visible.

Definition at line 1504 of file OgreSceneManager.h.

References Ogre::Real.

virtual size_t Ogre::SceneManager::getShadowIndexBufferSize void    const [virtual]
 

Get the size of the shadow index buffer.

Definition at line 1534 of file OgreSceneManager.h.

virtual ShadowTechnique Ogre::SceneManager::getShadowTechnique void    const [virtual]
 

Gets the current shadow technique.

Definition at line 1449 of file OgreSceneManager.h.

References Ogre::ShadowTechnique.

Referenced by Ogre::Entity::updateAnimation().

unsigned short Ogre::SceneManager::getShadowTextureCount void    const
 

Get the number of the textures allocated for texture based shadows.

Definition at line 1554 of file OgreSceneManager.h.

unsigned short Ogre::SceneManager::getShadowTextureSize void    const
 

Get the size of the texture used for texture based shadows.

Definition at line 1544 of file OgreSceneManager.h.

bool Ogre::SceneManager::getShowBoundingBoxes   const
 

Returns if all bounding boxes of scene nodes are to be displayed.

Definition at line 2524 of file OgreSceneManager.cpp.

References mShowBoundingBoxes.

Referenced by Ogre::SceneNode::_findVisibleObjects().

virtual bool Ogre::SceneManager::getShowDebugShadows void    const [virtual]
 

Are debug shadows shown?

Definition at line 1454 of file OgreSceneManager.h.

ViewPoint Ogre::SceneManager::getSuggestedViewpoint bool    random = false [virtual]
 

Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed.

Remarks:
Typically this method returns the origin unless a) world geometry has been loaded using SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points. If there is more than one viewpoint which the scene manager can suggest, it will always suggest the first one unless the random parameter is true.
Parameters:
random  If true, and there is more than one possible suggestion, a random one will be used. If false the same one will always be suggested.
Returns:
On success, true is returned.

On failiure, false is returned.

Reimplemented in Ogre::BspSceneManager.

Definition at line 1990 of file OgreSceneManager.cpp.

References Ogre::ViewPoint::orientation, and Ogre::ViewPoint::position.

virtual bool Ogre::SceneManager::hasOption const String   strKey const [virtual]
 

Method for verifying wether the scene manager has an implementation-specific option.

Parameters:
strKey  The name of the option to check for.
Returns:
If the scene manager contains the given option, true is returned.
Remarks:
If it does not, false is returned.

Definition at line 815 of file OgreSceneManager.h.

void Ogre::SceneManager::initRenderQueue void    [protected, virtual]
 

Internal method for initialising the render queue.

Remarks:
Subclasses can use this to install their own RenderQueue implementation.

Definition at line 145 of file OgreSceneManager.cpp.

References Ogre::RenderQueue::getQueueGroup(), mRenderQueue, Ogre::RENDER_QUEUE_BACKGROUND, Ogre::RENDER_QUEUE_OVERLAY, Ogre::RENDER_QUEUE_SKIES_EARLY, Ogre::RENDER_QUEUE_SKIES_LATE, and Ogre::RenderQueueGroup::setShadowsEnabled().

Referenced by getRenderQueue().

void Ogre::SceneManager::initShadowVolumeMaterials void    [protected, virtual]
 

Internal method for setting up materials for shadows.

Definition at line 2757 of file OgreSceneManager.cpp.

References Ogre::Material::compile(), Ogre::Pass::createTextureUnitState(), Ogre::CULL_NONE, Ogre::RenderSystem::getCapabilities(), Ogre::Technique::getPass(), Ogre::Material::getTechnique(), Ogre::Pass::getVertexProgramParameters(), Ogre::RenderSystemCapabilities::hasCapability(), Ogre::LBS_CURRENT, Ogre::LBS_MANUAL, Ogre::LBX_MODULATE, Ogre::Image::load(), Ogre::Texture::loadImage(), mDestRenderSystem, mFiniteExtrusionParams, mFullScreenQuad, mInfiniteExtrusionParams, mShadowCasterPlainBlackPass, mShadowColour, mShadowDebugPass, mShadowModulativePass, mShadowReceiverPass, mShadowStencilPass, Ogre::RSC_VERTEX_PROGRAM, Ogre::SBF_DEST_COLOUR, Ogre::SBF_ZERO, Ogre::SBT_ADD, Ogre::Pass::setAmbient(), Ogre::TextureUnitState::setColourOperationEx(), Ogre::Rectangle2D::setCorners(), Ogre::Pass::setCullingMode(), Ogre::Pass::setDepthCheckEnabled(), Ogre::Pass::setDepthWriteEnabled(), Ogre::Pass::setDiffuse(), Ogre::Pass::setLightingEnabled(), Ogre::Pass::setSceneBlending(), Ogre::Pass::setSelfIllumination(), Ogre::Pass::setSpecular(), Ogre::TextureUnitState::setTextureAddressingMode(), Ogre::Pass::setVertexProgram(), Ogre::SPOT_SHADOW_FADE_PNG, SPOT_SHADOW_FADE_PNG_SIZE, and Ogre::TEX_TYPE_2D.

Referenced by _renderScene(), and setShadowColour().

void Ogre::SceneManager::manualRender RenderOperation   rend,
Pass   pass,
Viewport   vp,
const Matrix4   worldMatrix,
const Matrix4   viewMatrix,
const Matrix4   projMatrix,
bool    doBeginEndFrame = false
[virtual]
 

Manual rendering method, for advanced users only.

Remarks:
This method allows you to send rendering commands through the pipeline on demand, bypassing OGRE's normal world processing. You should only use this if you really know what you're doing; OGRE does lots of things for you that you really should let it do. However, there are times where it may be useful to have this manual interface, for example overlaying something on top of the scene rendered by OGRE.

Because this is an instant rendering method, timing is important. The best time to call it is from a RenderTargetListener event handler.

Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. Calling it regularly per frame will cause frame rate drops!

Parameters:
rend  A RenderOperation object describing the rendering op
pass  The Pass to use for this render
vp  Pointer to the viewport to render to
worldMatrix  The transform to apply from object to world space
viewMatrix  The transform to apply from world to view space
projMatrix  The transform to apply from view to screen space
doBeginEndFrame  If true, beginFrame() and endFrame() are called, otherwise not. You should leave this as false if you are calling this within the main render loop.

Definition at line 2260 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_beginFrame(), Ogre::RenderSystem::_endFrame(), Ogre::RenderSystem::_render(), Ogre::RenderSystem::_setProjectionMatrix(), Ogre::RenderSystem::_setViewMatrix(), Ogre::RenderSystem::_setViewport(), Ogre::RenderSystem::_setWorldMatrix(), mDestRenderSystem, and setPass().

void Ogre::SceneManager::prepareShadowTextures Camera   cam,
Viewport   vp
[protected, virtual]
 

Internal method for preparing shadow textures ready for use in a regular render.

Definition at line 3436 of file OgreSceneManager.cpp.

References Ogre::Vector3::crossProduct(), Ogre::Vector3::dotProduct(), Ogre::FOG_LINEAR, Ogre::Quaternion::FromAxes(), Ogre::Viewport::getCamera(), Ogre::MovableObject::getCastShadows(), Ogre::Light::getDerivedDirection(), Ogre::Camera::getDerivedDirection(), Ogre::Light::getDerivedPosition(), Ogre::Camera::getDerivedPosition(), Ogre::Frustum::getNearClipDistance(), Ogre::Light::getSpotlightOuterAngle(), Ogre::Light::getType(), Ogre::RenderTarget::getViewport(), IlluminationRenderStage, IRS_RENDER_TO_TEXTURE, mIlluminationStage, mLightsAffectingFrustum, mShadowDirLightExtrudeDist, mShadowFarDist, mShadowReceiverPass, mShadowTechnique, mShadowTextureFadeEnd, mShadowTextureFadeStart, mShadowTextureOffset, mShadowTextures, mShadowTextureSize, Ogre::Vector3::normalise(), Ogre::PT_ORTHOGRAPHIC, Ogre::PT_PERSPECTIVE, Ogre::Real, Ogre::Viewport::setBackgroundColour(), Ogre::Camera::setDirection(), Ogre::Pass::setFog(), Ogre::Frustum::setFOVy(), Ogre::Frustum::setNearClipDistance(), Ogre::Camera::setOrientation(), Ogre::Camera::setPosition(), Ogre::Frustum::setProjectionType(), Ogre::SHADOWTYPE_TEXTURE_MODULATIVE, Ogre::RenderTarget::update(), Ogre::Vector3::x, Ogre::Vector3::y, and Ogre::Vector3::z.

Referenced by _renderScene().

void Ogre::SceneManager::removeAllBillboardSets void    [virtual]
 

Removes & destroys all BillboardSets.

Warning:
Again, use caution since no BillboardSet must be referred to elsewhere e.g. attached to a SceneNode otherwise a crash is likely. Use clearScene if you are unsure (it clears SceneNode entries too.)
See also:
SceneManager::clearScene

Definition at line 430 of file OgreSceneManager.cpp.

References mBillboardSets.

Referenced by clearScene().

void Ogre::SceneManager::removeAllCameras void    [virtual]
 

Removes (and destroys) all cameras from the scene.

Definition at line 213 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_notifyCameraRemoved(), mCameras, and mDestRenderSystem.

Referenced by ~SceneManager().

void Ogre::SceneManager::removeAllEntities void    [virtual]
 

Removes & destroys all Entities.

Warning:
Again, use caution since no Entity must be referred to elsewhere e.g. attached to a SceneNode otherwise a crash is likely. Use clearScene if you are unsure (it clears SceneNode entries too.)
See also:
SceneManager::clearScene

Definition at line 418 of file OgreSceneManager.cpp.

References mEntities.

Referenced by clearScene().

void Ogre::SceneManager::removeAllLights void    [virtual]
 

Removes and destroys all lights in the scene.

Definition at line 279 of file OgreSceneManager.cpp.

References mLights.

Referenced by clearScene().

void Ogre::SceneManager::removeBillboardSet const String   name [virtual]
 

Removes & destroys an BillboardSet from the SceneManager by name.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.

Definition at line 2070 of file OgreSceneManager.cpp.

References mBillboardSets.

void Ogre::SceneManager::removeBillboardSet BillboardSet   set [virtual]
 

Removes & destroys an BillboardSet from the SceneManager.

Warning:
Must only be done if the BillboardSet is not attached to a SceneNode. It may be safer to wait to clear the whole scene. If you are unsure, use clearScene.

Definition at line 2054 of file OgreSceneManager.cpp.

References mBillboardSets.

void Ogre::SceneManager::removeCamera const String   name [virtual]
 

Removes a camera from the scene.

Remarks:
This method removes an camera from the scene based on the camera's name rather than a pointer.

Definition at line 198 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_notifyCameraRemoved(), mCameras, and mDestRenderSystem.

void Ogre::SceneManager::removeCamera Camera   cam [virtual]
 

Removes a camera from the scene.

Remarks:
This method removes a previously added camera from the scene. The camera is deleted so the caller must ensure no references to it's previous instance (e.g. in a SceneNode) are used.
Parameters:
cam  Pointer to the camera to remove

Definition at line 179 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_notifyCameraRemoved(), mCameras, and mDestRenderSystem.

Referenced by createShadowTextures().

void Ogre::SceneManager::removeEntity const String   name [virtual]
 

Removes & destroys an Entity from the SceneManager by name.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene

Definition at line 405 of file OgreSceneManager.cpp.

References mEntities.

void Ogre::SceneManager::removeEntity Entity   ent [virtual]
 

Removes & destroys an Entity from the SceneManager.

Warning:
Must only be done if the Entity is not attached to a SceneNode. It may be safer to wait to clear the whole scene if you are unsure use clearScene.
See also:
SceneManager::clearScene

Definition at line 388 of file OgreSceneManager.cpp.

References mEntities.

Referenced by setSkyBox(), setSkyDome(), and setSkyPlane().

void Ogre::SceneManager::removeLight Light   light [virtual]
 

Removes the light from the scene and destroys it based on a pointer.

Remarks:
Any pointers held to this light after calling this method will be invalid.

Definition at line 249 of file OgreSceneManager.cpp.

References mLights.

void Ogre::SceneManager::removeLight const String   name [virtual]
 

Removes the named light from the scene and destroys it.

Remarks:
Any pointers held to this light after calling this method will be invalid.

Definition at line 266 of file OgreSceneManager.cpp.

References mLights.

void Ogre::SceneManager::removeRenderQueueListener RenderQueueListener   delListener [virtual]
 

Removes a listener previously added with addRenderQueueListener.

Definition at line 2471 of file OgreSceneManager.cpp.

References mRenderQueueListeners.

void Ogre::SceneManager::renderAdditiveStencilShadowedQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render a group with the added complexity of additive stencil shadows.

Definition at line 1327 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::RenderPriorityGroup::_getSolidPassesDecal(), Ogre::RenderPriorityGroup::_getSolidPassesDiffuseSpecular(), Ogre::RenderPriorityGroup::_getSolidPassesNoShadow(), Ogre::RenderPriorityGroup::_getTransparentPasses(), Ogre::RenderSystem::_setDepthBufferParams(), Ogre::RenderSystem::clearFrameBuffer(), Ogre::CMPF_EQUAL, Ogre::FBT_STENCIL, Ogre::MovableObject::getCastShadows(), Ogre::RenderQueueGroup::getIterator(), IRS_AMBIENT, IRS_DECAL, IRS_NONE, IRS_PER_LIGHT, Ogre::LightList, mCameraInProgress, mDestRenderSystem, mIlluminationStage, mLightsAffectingFrustum, renderObjects(), renderShadowVolumesToStencil(), Ogre::RenderSystem::setStencilBufferParams(), Ogre::RenderSystem::setStencilCheckEnabled(), and Ogre::RenderPriorityGroup::sort().

Referenced by renderQueueGroupObjects().

void Ogre::SceneManager::renderBasicQueueGroupObjects RenderQueueGroup   pGroup [protected, virtual]
 

Render a group in the ordinary way.

Definition at line 1781 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::RenderPriorityGroup::_getTransparentPasses(), Ogre::RenderQueueGroup::getIterator(), mCameraInProgress, renderObjects(), and Ogre::RenderPriorityGroup::sort().

Referenced by renderQueueGroupObjects().

void Ogre::SceneManager::renderModulativeStencilShadowedQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render a group with the added complexity of additive stencil shadows.

Definition at line 1411 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::RenderPriorityGroup::_getSolidPassesNoShadow(), Ogre::RenderPriorityGroup::_getTransparentPasses(), Ogre::RenderSystem::_setDepthBufferParams(), Ogre::RenderSystem::clearFrameBuffer(), Ogre::CMPF_NOT_EQUAL, Ogre::FBT_STENCIL, Ogre::MovableObject::getCastShadows(), Ogre::RenderQueueGroup::getIterator(), mCameraInProgress, mDestRenderSystem, mFullScreenQuad, mLightsAffectingFrustum, mShadowModulativePass, renderObjects(), renderShadowVolumesToStencil(), renderSingleObject(), setPass(), Ogre::RenderSystem::setStencilBufferParams(), Ogre::RenderSystem::setStencilCheckEnabled(), and Ogre::RenderPriorityGroup::sort().

Referenced by renderQueueGroupObjects().

void Ogre::SceneManager::renderModulativeTextureShadowedQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render a group with the added complexity of additive stencil shadows.

Definition at line 1522 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::RenderPriorityGroup::_getSolidPassesNoShadow(), Ogre::RenderPriorityGroup::_getTransparentPasses(), Ogre::Pass::_load(), Ogre::Pass::createTextureUnitState(), Ogre::Viewport::getCamera(), Ogre::MovableObject::getCastShadows(), Ogre::RenderQueueGroup::getIterator(), Ogre::RenderTarget::getName(), Ogre::Pass::getNumTextureUnitStates(), Ogre::RenderQueueGroup::getShadowsEnabled(), Ogre::Pass::getTextureUnitState(), Ogre::Light::getType(), Ogre::RenderTarget::getViewport(), IRS_NONE, IRS_RENDER_MODULATIVE_PASS, Ogre::LBO_ADD, mAutoParamDataSource, mCameraInProgress, mCurrentShadowTexture, mIlluminationStage, mLightsAffectingFrustum, mShadowReceiverPass, mShadowTextures, Ogre::Pass::removeTextureUnitState(), renderObjects(), renderTextureShadowReceiverQueueGroupObjects(), Ogre::TextureUnitState::setColourOperation(), Ogre::TextureUnitState::setProjectiveTexturing(), Ogre::TextureUnitState::setTextureAddressingMode(), Ogre::TextureUnitState::setTextureName(), Ogre::AutoParamDataSource::setTextureProjector(), and Ogre::RenderPriorityGroup::sort().

Referenced by renderQueueGroupObjects().

void Ogre::SceneManager::renderObjects const RenderPriorityGroup::TransparentRenderablePassList   objs,
bool    doLightIteration,
const LightList   manualLightList = 0
[protected, virtual]
 

Render a set of objects, see renderSingleObject for param definitions.

Definition at line 1721 of file OgreSceneManager.cpp.

References Ogre::LightList, renderSingleObject(), and setPass().

void Ogre::SceneManager::renderObjects const RenderPriorityGroup::SolidRenderablePassMap   objs,
bool    doLightIteration,
const LightList   manualLightList = 0
[protected, virtual]
 

Render a set of objects, see renderSingleObject for param definitions.

Definition at line 1689 of file OgreSceneManager.cpp.

References Ogre::LightList, renderSingleObject(), setPass(), validatePassForRendering(), and validateRenderableForRendering().

Referenced by renderAdditiveStencilShadowedQueueGroupObjects(), renderBasicQueueGroupObjects(), renderModulativeStencilShadowedQueueGroupObjects(), renderModulativeTextureShadowedQueueGroupObjects(), renderTextureShadowCasterQueueGroupObjects(), and renderTextureShadowReceiverQueueGroupObjects().

void Ogre::SceneManager::renderQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render the objects in a given queue group.

Definition at line 1743 of file OgreSceneManager.cpp.

References Ogre::RenderQueueGroup::getShadowsEnabled(), IRS_RENDER_TO_TEXTURE, mIlluminationStage, mShadowTechnique, renderAdditiveStencilShadowedQueueGroupObjects(), renderBasicQueueGroupObjects(), renderModulativeStencilShadowedQueueGroupObjects(), renderModulativeTextureShadowedQueueGroupObjects(), renderTextureShadowCasterQueueGroupObjects(), Ogre::SHADOWTYPE_STENCIL_ADDITIVE, Ogre::SHADOWTYPE_STENCIL_MODULATIVE, and Ogre::SHADOWTYPE_TEXTURE_MODULATIVE.

Referenced by _renderVisibleObjects().

void Ogre::SceneManager::renderShadowVolumesToStencil const Light   light,
const Camera   cam
[protected, virtual]
 

Internal method for rendering all the objects for a given light into the stencil buffer.

Parameters:
light  The light source
cam  The camera being viewed from

Definition at line 3003 of file OgreSceneManager.cpp.

References Ogre::GpuProgram::_getBindingDelegate(), Ogre::Light::_getNearClipVolume(), Ogre::RenderSystem::_setColourBufferWriteEnabled(), Ogre::RenderSystem::_setDepthBufferFunction(), Ogre::RenderSystem::_setDepthBufferParams(), Ogre::RenderSystem::_setDepthBufferWriteEnabled(), Ogre::RenderSystem::bindGpuProgram(), Ogre::CMPF_ALWAYS_FAIL, Ogre::CMPF_LESS, findShadowCastersForLight(), Ogre::Viewport::getActualDimensions(), Ogre::Light::getAttenuationRange(), Ogre::RenderSystem::getCapabilities(), Ogre::ShadowCaster::getDarkCapBounds(), Ogre::Light::getDerivedPosition(), Ogre::ShadowCaster::getLightCapBounds(), Ogre::ShadowRenderable::getLightCapRenderable(), Ogre::ShadowCaster::getPointExtrusionDistance(), Ogre::ShadowCaster::getShadowVolumeRenderableIterator(), Ogre::Light::getType(), Ogre::Pass::getVertexProgram(), Ogre::ShadowCaster::getWorldBoundingBox(), Ogre::GPT_FRAGMENT_PROGRAM, Ogre::GPT_VERTEX_PROGRAM, Ogre::RenderSystemCapabilities::hasCapability(), Ogre::PlaneBoundedVolume::intersects(), Ogre::ShadowRenderable::isLightCapSeparate(), Ogre::ShadowRenderable::isVisible(), Ogre::Frustum::isVisible(), Ogre::LightList, mCurrentViewport, mDestRenderSystem, mFiniteExtrusionParams, mInfiniteExtrusionParams, mShadowDebugPass, mShadowDirLightExtrudeDist, mShadowIndexBuffer, mShadowStencilPass, mShadowTechnique, mShadowUseInfiniteFarPlane, Ogre::Frustum::projectSphere(), Ogre::Real, renderSingleShadowVolumeToStencil(), Ogre::RSC_INFINITE_FAR_PLANE, Ogre::RSC_SCISSOR_TEST, Ogre::RSC_STENCIL_WRAP, Ogre::RSC_TWO_SIDED_STENCIL, Ogre::RSC_VERTEX_PROGRAM, Ogre::RenderSystem::setScissorTest(), Ogre::RenderSystem::setStencilCheckEnabled(), Ogre::Pass::setVertexProgram(), Ogre::Pass::setVertexProgramParameters(), ShadowCasterList, Ogre::SRF_EXTRUDE_TO_INFINITY, Ogre::SRF_INCLUDE_DARK_CAP, Ogre::SRF_INCLUDE_LIGHT_CAP, and Ogre::RenderSystem::unbindGpuProgram().

Referenced by renderAdditiveStencilShadowedQueueGroupObjects(), and renderModulativeStencilShadowedQueueGroupObjects().

void Ogre::SceneManager::renderSingleObject Renderable   rend,
Pass   pass,
bool    doLightIteration,
const LightList   manualLightList = 0
[protected, virtual]
 

Internal utility method for rendering a single object.

Remarks:
Assumes that the pass has already been set up.
Parameters:
rend  The renderable to issue to the pipeline
pass  The pass which is being used
doLightIteration  If true, this method will issue the renderable to the pipeline possibly multiple times, if the pass indicates it should be done once per light
manualLightList  Only applicable if doLightIteration is false, this method allows you to pass in a previously determined set of lights which will be used for a single render of this object.

Definition at line 1803 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_render(), Ogre::RenderSystem::_setRasterisationMode(), Ogre::RenderSystem::_setTextureUnitSettings(), Ogre::RenderSystem::_setWorldMatrices(), Ogre::RenderSystem::_setWorldMatrix(), Ogre::Pass::_updateAutoParamsLightsOnly(), Ogre::Pass::_updateAutoParamsNoLights(), Ogre::RenderSystem::_useLights(), Ogre::RenderSystem::bindGpuProgramParameters(), Ogre::Renderable::getClipPlanes(), Ogre::Camera::getDetailLevel(), Ogre::Pass::getFragmentProgramParameters(), Ogre::Pass::getLightingEnabled(), Ogre::Renderable::getLights(), Ogre::Pass::getMaxSimultaneousLights(), Ogre::Renderable::getNormaliseNormals(), Ogre::Renderable::getNumWorldTransforms(), Ogre::Pass::getOnlyLightType(), Ogre::Renderable::getRenderDetail(), Ogre::Renderable::getRenderOperation(), Ogre::Pass::getRunOncePerLight(), Ogre::Pass::getRunOnlyForOneLightType(), Ogre::Pass::getTextureUnitStateIterator(), Ogre::Pass::getVertexProgramParameters(), Ogre::Renderable::getWorldTransforms(), Ogre::GPT_FRAGMENT_PROGRAM, Ogre::GPT_VERTEX_PROGRAM, Ogre::Pass::hasFragmentProgram(), Ogre::Pass::hasVertexProgram(), Ogre::TextureUnitState::hasViewRelativeTextureCoordinateGeneration(), Ogre::Pass::isProgrammable(), Ogre::LightList, mAutoParamDataSource, mCameraInProgress, mDestRenderSystem, Ogre::SceneDetailLevel, Ogre::RenderSystem::setClipPlanes(), Ogre::AutoParamDataSource::setCurrentLightList(), Ogre::AutoParamDataSource::setCurrentRenderable(), Ogre::RenderSystem::setNormaliseNormals(), Ogre::RenderOperation::srcRenderable, and useRenderableViewProjMode().

Referenced by renderModulativeStencilShadowedQueueGroupObjects(), renderObjects(), and renderSingleShadowVolumeToStencil().

void Ogre::SceneManager::renderSingleShadowVolumeToStencil ShadowRenderable   sr,
bool    zfail,
bool    stencil2sided,
const LightList   manualLightList
[protected]
 

Render a single shadow volume to the stencil buffer.

Definition at line 3219 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_setColourBufferWriteEnabled(), Ogre::LightList, mDestRenderSystem, mShadowDebugPass, mShadowStencilPass, renderSingleObject(), setPass(), setShadowVolumeStencilState(), and Ogre::RenderSystem::setStencilBufferParams().

Referenced by renderShadowVolumesToStencil().

void Ogre::SceneManager::renderTextureShadowCasterQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render a group rendering only shadow casters.

Definition at line 1488 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::RenderPriorityGroup::_getSolidPassesNoShadow(), Ogre::ColourValue::b, Ogre::ColourValue::g, Ogre::RenderQueueGroup::getIterator(), Ogre::LightList, mAmbientLight, mAutoParamDataSource, mCameraInProgress, mDestRenderSystem, mShadowColour, Ogre::ColourValue::r, renderObjects(), Ogre::RenderSystem::setAmbientLight(), Ogre::AutoParamDataSource::setAmbientLightColour(), and Ogre::RenderPriorityGroup::sort().

Referenced by renderQueueGroupObjects().

void Ogre::SceneManager::renderTextureShadowReceiverQueueGroupObjects RenderQueueGroup   group [protected, virtual]
 

Render a group rendering only shadow receivers.

Definition at line 1632 of file OgreSceneManager.cpp.

References Ogre::RenderPriorityGroup::_getSolidPasses(), Ogre::ColourValue::b, Ogre::ColourValue::g, Ogre::RenderQueueGroup::getIterator(), Ogre::LightList, mAmbientLight, mAutoParamDataSource, mDestRenderSystem, Ogre::ColourValue::r, renderObjects(), Ogre::RenderSystem::setAmbientLight(), and Ogre::AutoParamDataSource::setAmbientLightColour().

Referenced by renderModulativeTextureShadowedQueueGroupObjects().

void Ogre::SceneManager::setAmbientLight const ColourValue   colour
 

Sets the ambient light level to be used for the scene.

Remarks:
This sets the colour and intensity of the ambient light in the scene, i.e. the light which is 'sourceless' and illuminates all objects equally. The colour of an object is affected by a combination of the light in the scene, and the amount of light that object reflects (in this case based on the Material::ambient property).
By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled) will not be visible unless you have some dynamic lights in your scene.

Definition at line 1979 of file OgreSceneManager.cpp.

References Ogre::ColourValue::b, Ogre::ColourValue::g, mAmbientLight, mDestRenderSystem, Ogre::ColourValue::r, and Ogre::RenderSystem::setAmbientLight().

void Ogre::SceneManager::setDisplaySceneNodes bool    display [virtual]
 

Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene.

Remarks:
This method is mainly for debugging purposes. If you set this to 'true', each node will be rendered as a set of 3 axes to allow you to easily see the orientation of the nodes.

Definition at line 2081 of file OgreSceneManager.cpp.

References mDisplayNodes.

void Ogre::SceneManager::setFog FogMode    mode = FOG_NONE,
const ColourValue   colour = ColourValue::White,
Real    expDensity = 0.001,
Real    linearStart = 0.0,
Real    linearEnd = 1.0
 

Sets the fogging mode applied to the scene.

Remarks:
This method sets up the scene-wide fogging effect. These settings apply to all geometry rendered, UNLESS the material with which it is rendered has it's own fog settings (see Material::setFog).
Parameters:
mode  Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
colour  The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox.
expDensity  The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001.
linearStart  Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR.
linearEnd  Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR.

Definition at line 1999 of file OgreSceneManager.cpp.

References Ogre::FogMode, mFogColour, mFogDensity, mFogEnd, mFogMode, mFogStart, and Ogre::Real.

virtual bool Ogre::SceneManager::setOption const String   strKey,
const void *    pValue
[virtual]
 

Method for setting a specific option of the Scene Manager.

These options are usually specific for a certain implemntation of the Scene Manager class, and may (and probably will) not exist across different implementations.

Parameters:
strKey  The name of the option to set
pValue  A pointer to the value - the size should be calculated by the scene manager based on the key
Returns:
On success, true is returned.

On failiure, false is returned.

Reimplemented in Ogre::OctreeSceneManager.

Definition at line 789 of file OgreSceneManager.h.

Pass * Ogre::SceneManager::setPass Pass   pass [protected, virtual]
 

Internal method for setting up the renderstate for a rendering pass.

Parameters:
pass  The Pass details to set.
Returns:
A Pass object that was used instead of the one passed in, can happen when rendering shadow passes

Definition at line 563 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_disableTextureUnitsFrom(), Ogre::GpuProgram::_getBindingDelegate(), Ogre::RenderSystem::_setColourBufferWriteEnabled(), Ogre::RenderSystem::_setCullingMode(), Ogre::RenderSystem::_setDepthBias(), Ogre::RenderSystem::_setDepthBufferCheckEnabled(), Ogre::RenderSystem::_setDepthBufferFunction(), Ogre::RenderSystem::_setDepthBufferWriteEnabled(), Ogre::RenderSystem::_setFog(), Ogre::RenderSystem::_setSceneBlending(), Ogre::RenderSystem::_setSurfaceParams(), Ogre::RenderSystem::_setTextureUnitSettings(), Ogre::RenderSystem::bindGpuProgram(), deriveShadowCasterPass(), deriveShadowReceiverPass(), Ogre::FogMode, Ogre::Pass::getAmbient(), Ogre::Pass::getColourWriteEnabled(), Ogre::Pass::getCullingMode(), Ogre::Pass::getDepthBias(), Ogre::Pass::getDepthCheckEnabled(), Ogre::Pass::getDepthFunction(), Ogre::Pass::getDepthWriteEnabled(), Ogre::Pass::getDestBlendFactor(), Ogre::Pass::getDiffuse(), Ogre::Pass::getFogColour(), Ogre::Pass::getFogDensity(), Ogre::Pass::getFogEnd(), Ogre::Pass::getFogMode(), Ogre::Pass::getFogOverride(), Ogre::Pass::getFogStart(), Ogre::Pass::getFragmentProgram(), Ogre::Pass::getLightingEnabled(), Ogre::Pass::getNumTextureUnitStates(), Ogre::Pass::getSelfIllumination(), Ogre::Pass::getShadingMode(), Ogre::Pass::getShininess(), Ogre::Pass::getSourceBlendFactor(), Ogre::Pass::getSpecular(), Ogre::Pass::getTextureUnitStateIterator(), Ogre::Pass::getVertexProgram(), Ogre::GPT_FRAGMENT_PROGRAM, Ogre::GPT_VERTEX_PROGRAM, Ogre::Pass::hasFragmentProgram(), Ogre::Pass::hasVertexProgram(), IRS_RENDER_MODULATIVE_PASS, IRS_RENDER_TO_TEXTURE, mDestRenderSystem, mFogColour, mFogDensity, mFogEnd, mFogMode, mFogStart, mIlluminationStage, Ogre::Real, Ogre::RenderSystem::setLightingEnabled(), Ogre::RenderSystem::setShadingType(), and Ogre::RenderSystem::unbindGpuProgram().

Referenced by manualRender(), renderModulativeStencilShadowedQueueGroupObjects(), renderObjects(), renderSingleShadowVolumeToStencil(), and Ogre::BspSceneManager::renderStaticGeometry().

void Ogre::SceneManager::setShadowColour const ColourValue   colour [virtual]
 

Set the colour used to modulate areas in shadow.

Remarks:
This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas.

Definition at line 3283 of file OgreSceneManager.cpp.

References Ogre::Pass::getTextureUnitState(), initShadowVolumeMaterials(), Ogre::LBS_CURRENT, Ogre::LBS_MANUAL, Ogre::LBX_MODULATE, mShadowCasterPlainBlackPass, mShadowColour, mShadowModulativePass, and Ogre::TextureUnitState::setColourOperationEx().

void Ogre::SceneManager::setShadowDirectionalLightExtrusionDistance Real    dist [virtual]
 

Sets the distance a shadow volume is extruded for a directional light.

Remarks:
Although directional lights are essentially infinite, there are many reasons to limit the shadow extrusion distance to a finite number, not least of which is compatibility with older cards (which do not support infinite positions), and shadow caster elimination.

The default value is 10,000 world units. This does not apply to point lights or spotlights, since they extrude up to their attenuation range.

Definition at line 3305 of file OgreSceneManager.cpp.

References mShadowDirLightExtrudeDist, and Ogre::Real.

virtual void Ogre::SceneManager::setShadowDirLightTextureOffset Real    offset [virtual]
 

Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space.

Remarks:
When generating a shadow texture from a directional light, an approximation is used since it is not possible to render the entire scene to one texture. The texture is projected onto an area centred on the camera, and is the shadow far distance * 2 in length (it is square). This wastes a lot of texture space outside the frustum though, so this offset allows you to move the texture in front of the camera more. However, be aware that this can cause a little shadow 'jittering' during rotation, and that if you move it too far then you'll start to get artefacts close to the camera. The value is represented as a proportion of the shadow far distance, and the default is 0.6.

Definition at line 1576 of file OgreSceneManager.h.

References Ogre::Real.

void Ogre::SceneManager::setShadowFarDistance Real    distance [virtual]
 

Sets the maximum distance away from the camera that shadows will be visible.

Remarks:
Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.
Note:
Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.

Definition at line 3299 of file OgreSceneManager.cpp.

References mShadowFarDist, mShadowFarDistSquared, and Ogre::Real.

void Ogre::SceneManager::setShadowIndexBufferSize size_t    size [virtual]
 

Sets the maximum size of the index buffer used to render shadow primitives.

Remarks:
This method allows you to tweak the size of the index buffer used to render shadow primitives (including stencil shadow volumes). The default size is 51,200 entries, which is 100k of GPU memory, or enough to render approximately 17,000 triangles. You can reduce this as long as you do not have any models / world geometry chunks which could require more than the amount you set.

The maximum number of triangles required to render a single shadow volume (including light and dark caps when needed) will be 3x the number of edges on the light silhouette, plus the number of light-facing triangles. On average, half the triangles will be facing toward the light, but the number of triangles in the silhouette entirely depends on the mesh - angular meshes will have a higher silhouette tris/mesh tris ratio than a smooth mesh. You can estimate the requirements for your particular mesh by rendering it alone in a scene with shadows enabled and a single light - rotate it or the light and make a note of how high the triangle count goes (remembering to subtract the mesh triangle count)

Parameters:
size  The number of indexes; divide this by 3 to determine the number of triangles.

Definition at line 3315 of file OgreSceneManager.cpp.

References Ogre::SharedPtr< HardwareIndexBuffer >::isNull(), mShadowIndexBuffer, and mShadowIndexBufferSize.

void Ogre::SceneManager::setShadowTechnique ShadowTechnique    technique [virtual]
 

Sets the general shadow technique to be used in this scene.

Remarks:
There are multiple ways to generate shadows in a scene, and each has strengths and weaknesses.
  • Stencil-based approaches can be used to draw very long, extreme shadows without loss of precision and the 'additive' version can correctly show the shadowing of complex effects like bump mapping because they physically exclude the light from those areas. However, the edges are very sharp and stencils cannot handle transparency, and they involve a fair amount of CPU work in order to calculate the shadow volumes, especially when animated objects are involved.
  • Texture-based approaches are good for handling transparency (they can, for example, correctly shadow a mesh which uses alpha to represent holes), and they require little CPU overhead, and can happily shadow geometry which is deformed by a vertex program, unlike stencil shadows. However, they have a fixed precision which can introduce 'jaggies' at long range and have fillrate issues of their own.

We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one simple decal approach. The 2 stencil approaches differ in the amount of multipass work that is required - the modulative approach simply 'darkens' areas in shadow after the main render, which is the least expensive, whilst the additive approach has to perform a render per light and adds the cumulative effect, whcih is more expensive but more accurate. The texture based shadows both work in roughly the same way, the only difference is that the shadowmap approach is slightly more accurate, but requires a more recent graphics card.

Note that because mixing many shadow techniques can cause problems, only one technique is supported at once. Also, you should call this method at the start of the scene setup.

Parameters:
technique  The shadowing technique to use for the scene.

Definition at line 2541 of file OgreSceneManager.cpp.

References createShadowTextures(), Ogre::RenderSystem::getCapabilities(), getRenderQueue(), Ogre::RenderSystemCapabilities::hasCapability(), Ogre::SharedPtr< HardwareIndexBuffer >::isNull(), mDestRenderSystem, mShadowIndexBuffer, mShadowIndexBufferSize, mShadowTechnique, mShadowTextureCount, mShadowTextureSize, Ogre::RSC_HWSTENCIL, Ogre::RenderQueue::setSplitNoShadowPasses(), Ogre::RenderQueue::setSplitPassesByLightingType(), Ogre::ShadowTechnique, Ogre::SHADOWTYPE_NONE, Ogre::SHADOWTYPE_STENCIL_ADDITIVE, Ogre::SHADOWTYPE_STENCIL_MODULATIVE, and Ogre::SHADOWTYPE_TEXTURE_MODULATIVE.

void Ogre::SceneManager::setShadowTextureCount unsigned short    count [virtual]
 

Set the number of textures allocated for texture-based shadows.

Remarks:
The default number of textures assigned to deal with texture based shadows is 1; however this means you can only have one light casting shadows at the same time. You can increase this number in order to make this more flexible, but be aware of the texture memory it will use.

Definition at line 3336 of file OgreSceneManager.cpp.

References createShadowTextures(), mShadowTextureCount, and mShadowTextureSize.

virtual void Ogre::SceneManager::setShadowTextureFadeEnd Real    fadeEnd [virtual]
 

Sets the proportional distance at which texture shadows finish to fading out.

Remarks:
To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow is completely invisible. The default is 0.9.

Definition at line 1593 of file OgreSceneManager.h.

References Ogre::Real.

virtual void Ogre::SceneManager::setShadowTextureFadeStart Real    fadeStart [virtual]
 

Sets the proportional distance at which texture shadows begin to fade out.

Remarks:
To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow begins to fade out. The default is 0.7

Definition at line 1584 of file OgreSceneManager.h.

References Ogre::Real.

void Ogre::SceneManager::setShadowTextureSettings unsigned short    size,
unsigned short    count
[virtual]
 

Sets the size and count of textures used in texture-based shadows.

Remarks:
See also:
setShadowTextureSize and setShadowTextureCount for details, this method just allows you to change both at once, which can save on reallocation if the textures have already been created.

Definition at line 3343 of file OgreSceneManager.cpp.

References createShadowTextures(), mShadowTextureCount, mShadowTextures, and mShadowTextureSize.

void Ogre::SceneManager::setShadowTextureSize unsigned short    size [virtual]
 

Set the size of the texture used for texture-based shadows.

Remarks:
The larger the shadow texture, the better the detail on texture based shadows, but obviously this takes more memory. The default size is 512. Sizes must be a power of 2.

Definition at line 3329 of file OgreSceneManager.cpp.

References createShadowTextures(), mShadowTextureCount, and mShadowTextureSize.

virtual void Ogre::SceneManager::setShadowUseInfiniteFarPlane bool    enable [virtual]
 

Sets whether we should use an inifinite camera far plane when rendering stencil shadows.

Remarks:
Stencil shadow coherency is very reliant on the shadow volume not being clipped by the far plane. If this clipping happens, you get a kind of 'negative' shadow effect. The best way to achieve coherency is to move the far plane of the camera out to infinity, thus preventing the far plane from clipping the shadow volumes. When combined with vertex program extrusion of the volume to infinity, which Ogre does when available, this results in very robust shadow volumes. For this reason, when you enable stencil shadows, Ogre automatically changes your camera settings to project to infinity if the card supports it. You can disable this behaviour if you like by calling this method; although you can never enable infinite projection if the card does not support it.

If you disable infinite projection, or it is not available, you need to be far more careful with your light attenuation / directional light extrusion distances to avoid clipping artefacts at the far plane.

Note:
Recent cards will generally support infinite far plane projection. However, we have found some cases where they do not, especially on Direct3D. There is no standard capability we can check to validate this, so we use some heuristics based on experience:
  • OpenGL always seems to support it no matter what the card
  • Direct3D on non-vertex program capable systems (including vertex program capable cards on Direct3D7) does not support it
  • Direct3D on GeForce3 and GeForce4 Ti does not seem to support infinite projection
Therefore in the RenderSystem implementation, we may veto the use of an infinite far plane based on these heuristics.

Definition at line 1632 of file OgreSceneManager.h.

void Ogre::SceneManager::setShadowVolumeStencilState bool    secondpass,
bool    zfail,
bool    twosided
[protected, virtual]
 

Internal utility method for setting stencil state for rendering shadow volumes.

Parameters:
secondpass  Is this the second pass?
zfail  Should we be using the zfail method?
twosided  Should we use a 2-sided stencil?

Definition at line 3246 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_setCullingMode(), Ogre::CMPF_ALWAYS_PASS, Ogre::CULL_ANTICLOCKWISE, Ogre::CULL_CLOCKWISE, Ogre::CULL_NONE, mDestRenderSystem, Ogre::RenderSystem::setStencilBufferParams(), Ogre::SOP_DECREMENT, Ogre::SOP_DECREMENT_WRAP, Ogre::SOP_INCREMENT, Ogre::SOP_INCREMENT_WRAP, and Ogre::SOP_KEEP.

Referenced by renderSingleShadowVolumeToStencil().

virtual void Ogre::SceneManager::setShowDebugShadows bool    debug [virtual]
 

Enables / disables the rendering of debug information for shadows.

Definition at line 1452 of file OgreSceneManager.h.

void Ogre::SceneManager::setSkyBox bool    enable,
const String   materialName,
Real    distance = 5000,
bool    drawFirst = true,
const Quaternion   orientation = Quaternion::IDENTITY
[virtual]
 

Enables / disables a 'sky box' i.e.

a 6-sided box at constant distance from the camera representing the sky.

Remarks:
You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager).

The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the TextureUnitState class for more information.

Parameters:
enable  True to enable the skybox, false to disable it
materialName  The name of the material the box will use
distance  Distance in world coorinates from the camera to each plane of the box. The default is normally OK.
drawFirst  If true, the box is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky box when it is rendered.
orientation  Optional parameter to specify the orientation of the box. By default the 'top' of the box is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.

Definition at line 979 of file OgreSceneManager.cpp.

References Ogre::SceneNode::attachObject(), BoxPlane, Ogre::Material::clone(), Ogre::Material::copyDetailsTo(), createEntity(), createSceneNode(), createSkyboxPlane(), Ogre::SceneNode::detachAllObjects(), Except, Ogre::Material::getBestTechnique(), Ogre::ResourceManager::getByName(), getMaterial(), Ogre::Material::getName(), Ogre::Resource::getName(), Ogre::Technique::getPass(), Ogre::Pass::getTextureUnitState(), Ogre::Material::load(), mSkyBoxDrawFirst, mSkyBoxEnabled, mSkyBoxEntity, mSkyBoxNode, Ogre::Real, removeEntity(), Ogre::MovableObject::setCastShadows(), Ogre::TextureUnitState::setCurrentFrame(), Ogre::Material::setDepthWriteEnabled(), Ogre::Entity::setMaterialName(), and Ogre::TextureUnitState::setTextureAddressingMode().

void Ogre::SceneManager::setSkyDome bool    enable,
const String   materialName,
Real    curvature = 10,
Real    tiling = 8,
Real    distance = 4000,
bool    drawFirst = true,
const Quaternion   orientation = Quaternion::IDENTITY
[virtual]
 

Enables / disables a 'sky dome' i.e.

an illusion of a curved sky.

Remarks:
A sky dome is actually formed by 5 sides of a cube, but with texture coordinates generated such that the surface appears curved like a dome. Sky domes are appropriate where you need a realistic looking sky where the scene is not going to be 'fogged', and there is always a 'floor' of some sort to prevent the viewer looking below the horizon (the distortion effect below the horizon can be pretty horrible, and there is never anyhting directly below the viewer). If you need a complete wrap-around background, use the setSkyBox method instead. You can actually combine a sky box and a sky dome if you want, to give a positional backdrop with an overlayed curved cloud layer.

Sky domes work well with 2D repeating textures like clouds. You can change the apparant 'curvature' of the sky depending on how your scene is viewed - lower curvatures are better for 'open' scenes like landscapes, whilst higher curvatures are better for say FPS levels where you don't see a lot of the sky at once and the exaggerated curve looks good.

Parameters:
enable  True to enable the skydome, false to disable it
materialName  The name of the material the dome will use
curvature  The curvature of the dome. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect.
tiling  How many times to tile the texture(s) across the dome.
distance  Distance in world coorinates from the camera to each plane of the box the dome is rendered on. The default is normally OK.
drawFirst  If true, the dome is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky when it is rendered.
orientation  Optional parameter to specify the orientation of the dome. By default the 'top' of the dome is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want.

Definition at line 1061 of file OgreSceneManager.cpp.

References Ogre::SceneNode::attachObject(), BoxPlane, createEntity(), createSceneNode(), createSkydomePlane(), Ogre::SceneNode::detachAllObjects(), Except, getMaterial(), Ogre::Material::getName(), Ogre::Resource::getName(), Ogre::Material::load(), mSkyDomeDrawFirst, mSkyDomeEnabled, mSkyDomeEntity, mSkyDomeNode, Ogre::Real, removeEntity(), Ogre::MovableObject::setCastShadows(), Ogre::Material::setDepthWriteEnabled(), and Ogre::Entity::setMaterialName().

Referenced by Ogre::Quake3Shader::createAsMaterial().

void Ogre::SceneManager::setSkyPlane bool    enable,
const Plane   plane,
const String   materialName,
Real    scale = 1000,
Real    tiling = 10,
bool    drawFirst = true,
Real    bow = 0
[virtual]
 

Enables / disables a 'sky plane' i.e.

a plane at constant distance from the camera representing the sky.

Remarks:
You can create sky planes yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world plane which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this plane applies to any camera using this scene manager).
Note:
To apply scaling, scrolls etc to the sky texture(s) you should use the TextureUnitState class methods.
Parameters:
enable  True to enable the plane, false to disable it
plane  Details of the plane, i.e. it's normal and it's distance from the camera.
materialName  The name of the material the plane will use
scale  The scaling applied to the sky plane - higher values mean a bigger sky plane - you may want to tweak this depending on the size of plane.d and the other characteristics of your scene
tiling  How many times to tile the texture across the sky. Applies to all texture layers. If you need finer control use the TextureUnitState texture coordinate transformation methods.
drawFirst  If true, the plane is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the plane.d value is large enough that no objects will 'poke through' the sky plane when it is rendered.
bow  If zero, the plane will be completely flat (like previous versions. If above zero, the plane will be curved, allowing the sky to appear below camera level. Curved sky planes are simular to skydomes, but are more compatable with fog.

Definition at line 900 of file OgreSceneManager.cpp.

References Ogre::SceneNode::attachObject(), createEntity(), createSceneNode(), Ogre::Vector3::crossProduct(), Ogre::SceneNode::detachAllObjects(), Except, getMaterial(), Ogre::Material::load(), mSkyPlane, mSkyPlaneDrawFirst, mSkyPlaneEnabled, mSkyPlaneEntity, mSkyPlaneNode, Ogre::Plane::normal, Ogre::Real, removeEntity(), Ogre::MovableObject::setCastShadows(), Ogre::Material::setDepthWriteEnabled(), and Ogre::Entity::setMaterialName().

void Ogre::SceneManager::setViewport Viewport   vp [protected, virtual]
 

Internal method for setting the destination viewport for the next render.

Definition at line 2512 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_setViewport(), mCurrentViewport, and mDestRenderSystem.

Referenced by _renderScene().

void Ogre::SceneManager::setWorldGeometry const String   filename [virtual]
 

Sets the source of the 'world' geometry, i.e.

the large, mainly static geometry making up the world e.g. rooms, landscape etc.

Remarks:
Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp".

World geometry will be loaded via the 'common' resource paths and archives set in the ResourceManager class.

Reimplemented in Ogre::BspSceneManager, and Ogre::TerrainSceneManager.

Definition at line 869 of file OgreSceneManager.cpp.

References Except.

void Ogre::SceneManager::showBoundingBoxes bool    bShow
 

Allows all bounding boxes of scene nodes to be displayed.

Definition at line 2519 of file OgreSceneManager.cpp.

References mShowBoundingBoxes.

void Ogre::SceneManager::useRenderableViewProjMode Renderable   pRend [protected]
 

Internal method used by _renderVisibleObjects to deal with renderables which override the camera's own view / projection materices.

Definition at line 2373 of file OgreSceneManager.cpp.

References Ogre::RenderSystem::_setProjectionMatrix(), Ogre::RenderSystem::_setViewMatrix(), Ogre::Frustum::getProjectionMatrix(), Ogre::Frustum::getViewMatrix(), mCamChanged, mCameraInProgress, mDestRenderSystem, Ogre::Renderable::useIdentityProjection(), and Ogre::Renderable::useIdentityView().

Referenced by renderSingleObject().

bool Ogre::SceneManager::validatePassForRendering Pass   pass [protected]
 

Internal method to validate whether a Pass should be allowed to render.

Remarks:
Called just before a pass is about to be used for rendering a group to allow the SceneManager to omit it if required. A return value of false skips this pass.

Definition at line 1660 of file OgreSceneManager.cpp.

References Ogre::Pass::getIndex(), IRS_RENDER_MODULATIVE_PASS, IRS_RENDER_TO_TEXTURE, and mIlluminationStage.

Referenced by renderObjects().

bool Ogre::SceneManager::validateRenderableForRendering Pass   pass,
Renderable   rend
[protected]
 

Internal method to validate whether a Renderable should be allowed to render.

Remarks:
Called just before a pass is about to be used for rendering a Renderable to allow the SceneManager to omit it if required. A return value of false skips it.

Definition at line 1674 of file OgreSceneManager.cpp.

References Ogre::Renderable::getCastsShadows(), IRS_RENDER_MODULATIVE_PASS, mIlluminationStage, mShadowTechnique, and Ogre::SHADOWTYPE_TEXTURE_MODULATIVE.

Referenced by renderObjects().


Friends And Related Function Documentation

friend class DefaultAxisAlignedBoxSceneQuery [friend]
 

Definition at line 82 of file OgreSceneManager.h.

Referenced by createAABBQuery().

friend class DefaultIntersectionSceneQuery [friend]
 

Definition at line 79 of file OgreSceneManager.h.

Referenced by createIntersectionQuery().

friend class DefaultPlaneBoundedVolumeListSceneQuery [friend]
 

Definition at line 83 of file OgreSceneManager.h.

Referenced by createPlaneBoundedVolumeQuery().

friend class DefaultRaySceneQuery [friend]
 

Definition at line 80 of file OgreSceneManager.h.

Referenced by createRayQuery().

friend class DefaultSphereSceneQuery [friend]
 

Definition at line 81 of file OgreSceneManager.h.

Referenced by createSphereQuery().


Member Data Documentation

ColourValue Ogre::SceneManager::mAmbientLight [protected]
 

Current ambient light, cached for RenderSystem.

Definition at line 120 of file OgreSceneManager.h.

Referenced by _renderScene(), getAmbientLight(), renderTextureShadowCasterQueueGroupObjects(), renderTextureShadowReceiverQueueGroupObjects(), and setAmbientLight().

AnimationList Ogre::SceneManager::mAnimationsList [protected]
 

Definition at line 284 of file OgreSceneManager.h.

Referenced by createAnimation(), destroyAllAnimations(), destroyAnimation(), and getAnimation().

AnimationStateSet Ogre::SceneManager::mAnimationStates [protected]
 

Definition at line 285 of file OgreSceneManager.h.

Referenced by _applySceneAnimations(), createAnimationState(), destroyAllAnimationStates(), destroyAnimation(), destroyAnimationState(), and getAnimationState().

AutoParamDataSource Ogre::SceneManager::mAutoParamDataSource [protected]
 

Utility class for calculating automatic parameters for gpu programs.

Definition at line 324 of file OgreSceneManager.h.

Referenced by _renderScene(), renderModulativeTextureShadowedQueueGroupObjects(), renderSingleObject(), renderTextureShadowCasterQueueGroupObjects(), and renderTextureShadowReceiverQueueGroupObjects().

AutoTrackingSceneNodes Ogre::SceneManager::mAutoTrackingSceneNodes [protected]
 

Definition at line 170 of file OgreSceneManager.h.

Referenced by _notifyAutotrackingSceneNode(), _renderScene(), clearScene(), and destroySceneNode().

BillboardSetList Ogre::SceneManager::mBillboardSets [protected]
 

Central list of billboard sets - for easy memory management and lookup.

Definition at line 148 of file OgreSceneManager.h.

Referenced by createBillboardSet(), getBillboardSet(), removeAllBillboardSets(), and removeBillboardSet().

bool Ogre::SceneManager::mCamChanged [protected]
 

Controller flag for determining if we need to set view/proj matrices.

Definition at line 292 of file OgreSceneManager.h.

Referenced by _renderScene(), and useRenderableViewProjMode().

Camera* Ogre::SceneManager::mCameraInProgress [protected]
 

Camera in progress.

Definition at line 161 of file OgreSceneManager.h.

Referenced by _renderScene(), renderAdditiveStencilShadowedQueueGroupObjects(), renderBasicQueueGroupObjects(), renderModulativeStencilShadowedQueueGroupObjects(), renderModulativeTextureShadowedQueueGroupObjects(), renderSingleObject(), Ogre::BspSceneManager::renderStaticGeometry(), renderTextureShadowCasterQueueGroupObjects(), and useRenderableViewProjMode().

CameraList Ogre::SceneManager::mCameras [protected]
 

Central list of cameras - for easy memory management and lookup.

Definition at line 129 of file OgreSceneManager.h.

Referenced by createCamera(), Ogre::OctreeSceneManager::createCamera(), getCamera(), removeAllCameras(), and removeCamera().

RenderTexture* Ogre::SceneManager::mCurrentShadowTexture [protected]
 

Definition at line 342 of file OgreSceneManager.h.

Referenced by renderModulativeTextureShadowedQueueGroupObjects().

Viewport* Ogre::SceneManager::mCurrentViewport [protected]
 

Current Viewport.

Definition at line 163 of file OgreSceneManager.h.

Referenced by renderShadowVolumesToStencil(), and setViewport().

bool Ogre::SceneManager::mDebugShadows [protected]
 

Definition at line 327 of file OgreSceneManager.h.

Referenced by SceneManager().

RenderSystem* Ogre::SceneManager::mDestRenderSystem [protected]
 

The rendering system to send the scene to.

Definition at line 123 of file OgreSceneManager.h.

Referenced by _renderScene(), Ogre::TerrainSceneManager::_renderVisibleObjects(), _setDestinationRenderSystem(), createShadowTextures(), initShadowVolumeMaterials(), manualRender(), removeAllCameras(), removeCamera(), renderAdditiveStencilShadowedQueueGroupObjects(), renderModulativeStencilShadowedQueueGroupObjects(), renderShadowVolumesToStencil(), renderSingleObject(), renderSingleShadowVolumeToStencil(), Ogre::BspSceneManager::renderStaticGeometry(), renderTextureShadowCasterQueueGroupObjects(), renderTextureShadowReceiverQueueGroupObjects(), setAmbientLight(), setPass(), setShadowTechnique(), setShadowVolumeStencilState(), setViewport(), and useRenderableViewProjMode().

bool Ogre::SceneManager::mDisplayNodes [protected]
 

Definition at line 280 of file OgreSceneManager.h.

Referenced by _findVisibleObjects(), SceneManager(), and setDisplaySceneNodes().

EntityList Ogre::SceneManager::mEntities [protected]
 

Central list of entities - for easy memory management and lookup.

Definition at line 142 of file OgreSceneManager.h.

Referenced by createEntity(), Ogre::DefaultPlaneBoundedVolumeListSceneQuery::execute(), Ogre::DefaultSphereSceneQuery::execute(), Ogre::DefaultRaySceneQuery::execute(), Ogre::DefaultAxisAlignedBoxSceneQuery::execute(), Ogre::DefaultIntersectionSceneQuery::execute(), getEntity(), removeAllEntities(), and removeEntity().

GpuProgramParametersSharedPtr Ogre::SceneManager::mFiniteExtrusionParams [protected]
 

Definition at line 383 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), and renderShadowVolumesToStencil().

ColourValue Ogre::SceneManager::mFogColour [protected]
 

Definition at line 195 of file OgreSceneManager.h.

Referenced by getFogColour(), setFog(), and setPass().

Real Ogre::SceneManager::mFogDensity [protected]
 

Definition at line 198 of file OgreSceneManager.h.

Referenced by getFogDensity(), setFog(), and setPass().

Real Ogre::SceneManager::mFogEnd [protected]
 

Definition at line 197 of file OgreSceneManager.h.

Referenced by getFogEnd(), setFog(), and setPass().

FogMode Ogre::SceneManager::mFogMode [protected]
 

Definition at line 194 of file OgreSceneManager.h.

Referenced by getFogMode(), SceneManager(), setFog(), and setPass().

Real Ogre::SceneManager::mFogStart [protected]
 

Definition at line 196 of file OgreSceneManager.h.

Referenced by getFogStart(), setFog(), and setPass().

Rectangle2D* Ogre::SceneManager::mFullScreenQuad [protected]
 

Definition at line 335 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), renderModulativeStencilShadowedQueueGroupObjects(), SceneManager(), and ~SceneManager().

IlluminationRenderStage Ogre::SceneManager::mIlluminationStage [protected]
 

Definition at line 337 of file OgreSceneManager.h.

Referenced by _renderScene(), prepareShadowTextures(), renderAdditiveStencilShadowedQueueGroupObjects(), renderModulativeTextureShadowedQueueGroupObjects(), renderQueueGroupObjects(), SceneManager(), setPass(), validatePassForRendering(), and validateRenderableForRendering().

GpuProgramParametersSharedPtr Ogre::SceneManager::mInfiniteExtrusionParams [protected]
 

Definition at line 382 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), and renderShadowVolumesToStencil().

SceneLightList Ogre::SceneManager::mLights [protected]
 

Central list of lights - for easy memory management and lookup.

Definition at line 135 of file OgreSceneManager.h.

Referenced by _populateLightList(), createLight(), findLightsAffectingFrustum(), getLight(), removeAllLights(), and removeLight().

LightList Ogre::SceneManager::mLightsAffectingFrustum [protected]
 

Definition at line 332 of file OgreSceneManager.h.

Referenced by findLightsAffectingFrustum(), prepareShadowTextures(), renderAdditiveStencilShadowedQueueGroupObjects(), renderModulativeStencilShadowedQueueGroupObjects(), and renderModulativeTextureShadowedQueueGroupObjects().

RenderQueue* Ogre::SceneManager::mRenderQueue [protected]
 

Queue of objects for rendering.

Definition at line 117 of file OgreSceneManager.h.

Referenced by getRenderQueue(), initRenderQueue(), SceneManager(), and ~SceneManager().

RenderQueueListenerList Ogre::SceneManager::mRenderQueueListeners [protected]
 

Definition at line 295 of file OgreSceneManager.h.

Referenced by addRenderQueueListener(), fireRenderQueueEnded(), fireRenderQueueStarted(), and removeRenderQueueListener().

SceneNodeList Ogre::SceneManager::mSceneNodes [protected]
 

Central list of SceneNodes - for easy memory management.

Note:
Note that this list is used only for memory management; the structure of the scene is held using the hierarchy of SceneNodes starting with the root node. However you can look up nodes this way.

Definition at line 158 of file OgreSceneManager.h.

Referenced by clearScene(), createSceneNode(), Ogre::OctreeSceneManager::createSceneNode(), Ogre::BspSceneManager::createSceneNode(), destroySceneNode(), and getSceneNode().

SceneNode* Ogre::SceneManager::mSceneRoot [protected]
 

Root scene node.

Definition at line 166 of file OgreSceneManager.h.

Referenced by _findVisibleObjects(), _updateSceneGraph(), clearScene(), getRootSceneNode(), Ogre::OctreeSceneManager::init(), SceneManager(), and ~SceneManager().

AxisAlignedBoxSceneQuery* Ogre::SceneManager::mShadowCasterAABBQuery [protected]
 

Definition at line 376 of file OgreSceneManager.h.

Referenced by findShadowCastersForLight(), SceneManager(), and ~SceneManager().

ShadowCasterList Ogre::SceneManager::mShadowCasterList [protected]
 

Definition at line 374 of file OgreSceneManager.h.

Referenced by findShadowCastersForLight().

Pass* Ogre::SceneManager::mShadowCasterPlainBlackPass [protected]
 

A pass designed to let us render shadow colour on white for texture shadows.

Definition at line 216 of file OgreSceneManager.h.

Referenced by deriveShadowCasterPass(), initShadowVolumeMaterials(), SceneManager(), and setShadowColour().

ShadowCasterSceneQueryListener Ogre::SceneManager::mShadowCasterQueryListener [protected]
 

Definition at line 416 of file OgreSceneManager.h.

Referenced by findShadowCastersForLight().

SphereSceneQuery* Ogre::SceneManager::mShadowCasterSphereQuery [protected]
 

Definition at line 375 of file OgreSceneManager.h.

Referenced by findShadowCastersForLight(), SceneManager(), and ~SceneManager().

ColourValue Ogre::SceneManager::mShadowColour [protected]
 

Definition at line 328 of file OgreSceneManager.h.

Referenced by getShadowColour(), initShadowVolumeMaterials(), renderTextureShadowCasterQueueGroupObjects(), SceneManager(), and setShadowColour().

Pass* Ogre::SceneManager::mShadowDebugPass [protected]
 

Definition at line 329 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), renderShadowVolumesToStencil(), renderSingleShadowVolumeToStencil(), and SceneManager().

Real Ogre::SceneManager::mShadowDirLightExtrudeDist [protected]
 

Definition at line 336 of file OgreSceneManager.h.

Referenced by _renderScene(), findShadowCastersForLight(), getShadowDirectionalLightExtrusionDistance(), prepareShadowTextures(), renderShadowVolumesToStencil(), SceneManager(), and setShadowDirectionalLightExtrusionDistance().

Real Ogre::SceneManager::mShadowFarDist [protected]
 

Definition at line 377 of file OgreSceneManager.h.

Referenced by prepareShadowTextures(), SceneManager(), and setShadowFarDistance().

Real Ogre::SceneManager::mShadowFarDistSquared [protected]
 

Definition at line 378 of file OgreSceneManager.h.

Referenced by findShadowCastersForLight(), SceneManager(), and setShadowFarDistance().

HardwareIndexBufferSharedPtr Ogre::SceneManager::mShadowIndexBuffer [protected]
 

Definition at line 333 of file OgreSceneManager.h.

Referenced by renderShadowVolumesToStencil(), setShadowIndexBufferSize(), and setShadowTechnique().

size_t Ogre::SceneManager::mShadowIndexBufferSize [protected]
 

Definition at line 334 of file OgreSceneManager.h.

Referenced by SceneManager(), setShadowIndexBufferSize(), and setShadowTechnique().

Pass* Ogre::SceneManager::mShadowModulativePass [protected]
 

Definition at line 331 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), renderModulativeStencilShadowedQueueGroupObjects(), SceneManager(), and setShadowColour().

Pass* Ogre::SceneManager::mShadowReceiverPass [protected]
 

A pass designed to let us render shadow receivers for texture shadows.

Definition at line 218 of file OgreSceneManager.h.

Referenced by deriveShadowReceiverPass(), initShadowVolumeMaterials(), prepareShadowTextures(), renderModulativeTextureShadowedQueueGroupObjects(), and SceneManager().

Pass* Ogre::SceneManager::mShadowStencilPass [protected]
 

Definition at line 330 of file OgreSceneManager.h.

Referenced by initShadowVolumeMaterials(), renderShadowVolumesToStencil(), renderSingleShadowVolumeToStencil(), and SceneManager().

ShadowTechnique Ogre::SceneManager::mShadowTechnique [protected]
 

Definition at line 326 of file OgreSceneManager.h.

Referenced by _renderScene(), createShadowTextures(), prepareShadowTextures(), renderQueueGroupObjects(), renderShadowVolumesToStencil(), SceneManager(), setShadowTechnique(), and validateRenderableForRendering().

unsigned short Ogre::SceneManager::mShadowTextureCount [protected]
 

Definition at line 339 of file OgreSceneManager.h.

Referenced by createShadowTextures(), SceneManager(), setShadowTechnique(), setShadowTextureCount(), setShadowTextureSettings(), and setShadowTextureSize().

Real Ogre::SceneManager::mShadowTextureFadeEnd [protected]
 

Definition at line 381 of file OgreSceneManager.h.

Referenced by prepareShadowTextures(), and SceneManager().

Real Ogre::SceneManager::mShadowTextureFadeStart [protected]
 

Definition at line 380 of file OgreSceneManager.h.

Referenced by prepareShadowTextures(), and SceneManager().

Real Ogre::SceneManager::mShadowTextureOffset [protected]
 

Definition at line 379 of file OgreSceneManager.h.

Referenced by prepareShadowTextures(), and SceneManager().

ShadowTextureList Ogre::SceneManager::mShadowTextures [protected]
 

Definition at line 341 of file OgreSceneManager.h.

Referenced by createShadowTextures(), prepareShadowTextures(), renderModulativeTextureShadowedQueueGroupObjects(), and setShadowTextureSettings().

unsigned short Ogre::SceneManager::mShadowTextureSize [protected]
 

Definition at line 338 of file OgreSceneManager.h.

Referenced by createShadowTextures(), prepareShadowTextures(), SceneManager(), setShadowTechnique(), setShadowTextureCount(), setShadowTextureSettings(), and setShadowTextureSize().

bool Ogre::SceneManager::mShadowUseInfiniteFarPlane [protected]
 

Definition at line 343 of file OgreSceneManager.h.

Referenced by _renderScene(), renderShadowVolumesToStencil(), and SceneManager().

bool Ogre::SceneManager::mShowBoundingBoxes [protected]
 

Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe.

Definition at line 306 of file OgreSceneManager.h.

Referenced by getShowBoundingBoxes(), Ogre::BspSceneManager::processVisibleLeaf(), SceneManager(), showBoundingBoxes(), and Ogre::OctreeSceneManager::walkOctree().

bool Ogre::SceneManager::mSkyBoxDrawFirst [protected]
 

Definition at line 187 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), and setSkyBox().

bool Ogre::SceneManager::mSkyBoxEnabled [protected]
 

Definition at line 186 of file OgreSceneManager.h.

Referenced by Ogre::BspSceneManager::BspSceneManager(), clearScene(), SceneManager(), and setSkyBox().

Entity* Ogre::SceneManager::mSkyBoxEntity[6] [protected]
 

Definition at line 176 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), SceneManager(), and setSkyBox().

SceneNode* Ogre::SceneManager::mSkyBoxNode [protected]
 

Definition at line 180 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), clearScene(), SceneManager(), and setSkyBox().

Quaternion Ogre::SceneManager::mSkyBoxOrientation [protected]
 

Definition at line 188 of file OgreSceneManager.h.

bool Ogre::SceneManager::mSkyDomeDrawFirst [protected]
 

Definition at line 191 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), and setSkyDome().

bool Ogre::SceneManager::mSkyDomeEnabled [protected]
 

Definition at line 190 of file OgreSceneManager.h.

Referenced by Ogre::BspSceneManager::BspSceneManager(), clearScene(), SceneManager(), and setSkyDome().

Entity* Ogre::SceneManager::mSkyDomeEntity[5] [protected]
 

Definition at line 175 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), SceneManager(), and setSkyDome().

SceneNode* Ogre::SceneManager::mSkyDomeNode [protected]
 

Definition at line 179 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), clearScene(), SceneManager(), and setSkyDome().

Quaternion Ogre::SceneManager::mSkyDomeOrientation [protected]
 

Definition at line 192 of file OgreSceneManager.h.

Plane Ogre::SceneManager::mSkyPlane [protected]
 

Definition at line 184 of file OgreSceneManager.h.

Referenced by setSkyPlane().

bool Ogre::SceneManager::mSkyPlaneDrawFirst [protected]
 

Definition at line 183 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), and setSkyPlane().

bool Ogre::SceneManager::mSkyPlaneEnabled [protected]
 

Definition at line 182 of file OgreSceneManager.h.

Referenced by Ogre::BspSceneManager::BspSceneManager(), clearScene(), SceneManager(), and setSkyPlane().

Entity* Ogre::SceneManager::mSkyPlaneEntity [protected]
 

Definition at line 174 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), SceneManager(), and setSkyPlane().

SceneNode* Ogre::SceneManager::mSkyPlaneNode [protected]
 

Definition at line 178 of file OgreSceneManager.h.

Referenced by _queueSkiesForRendering(), clearScene(), SceneManager(), and setSkyPlane().


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

Copyright © 2002-2003 by The OGRE Team
Last modified Fri May 14 23:27:08 2004