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PLScene::SceneRendererPass Class Reference

Abstract scene renderer pass class. More...

#include <SceneRendererPass.h>

Inheritance diagram for PLScene::SceneRendererPass:
Inheritance graph
[legend]

List of all members.

Public Types

enum  EFlags { Inactive = 1<<0 }
 Scene renderer pass flags. More...

Public Member Functions

 pl_enum (EFlags) pl_enum_value(Inactive
This scene renderer pass is
currently NOT active
pl_enum_end 
pl_class (PLS_RTTI_EXPORT, SceneRendererPass,"PLScene", PLCore::Object,"Abstract scene renderer pass class") pl_attribute(Flags
This scene renderer pass is
currently NOT active
pl_enum_end 
pl_flag_type (EFlags)
This scene renderer pass is
currently NOT active
pl_enum_end pl_attribute(Name,
PLCore::String,"", ReadWrite,
GetSet,"Optional scene
renderer pass name. If not
defined, a name is chosen
automatically","")
pl_class_end public virtual
PLS_API void 
SetFlags (PLCore::uint32 nValue)
PLS_API SceneContextGetSceneContext () const
 Returns the scene context the scene renderer pass is in.
PLS_API PLRenderer::RendererGetRenderer () const
 Returns the used renderer.
PLS_API SceneRendererPassGetFirstInstanceOfSceneRendererPassClass (const PLCore::String &sClassName) const
 Returns the first found instance of a scene renderer pass instance within the scene renderer by using a class name.
PLS_API bool IsActive () const
 Is the scene renderer pass active?
PLS_API void SetActive (bool bActive=true)
 Sets whether the scene renderer pass is active or not.

Public Attributes

This scene renderer pass is
currently NOT active
pl_enum_end 
ReadWrite
This scene renderer pass is
currently NOT active
pl_enum_end 
GetSet
This scene renderer pass is
currently NOT active
pl_enum_end 
Flags

Protected Member Functions

PLS_API SceneRendererPass ()
 Constructor.
virtual PLS_API ~SceneRendererPass ()
 Destructor.

Detailed Description

Abstract scene renderer pass class.

Remarks:
Usually, the rendering of complex scenes can be split up into smaller, self-containing steps. (one hand does not need to know what the other is doing :) One step/pass will just draw the scene without any lighting or special effects. Another may 'draw over' the result for each light in the scene while special steps may only draw some debug information like icons, wireframes and so on. By solve the rendering in such passes, implementing new features, combining existing ones etc. is much easier as if your scene renderer only consists of one bit piece of code - and scene renderers can get REALLY extensive! In short, you can imagine 'scene renderer passes' as 'subsystems' of a scene renderer.
Note:
  • Derived classes should use a 'SRP' prefix (example: SRPBegin)

Member Enumeration Documentation

Scene renderer pass flags.

Enumerator:
Inactive 

This scene renderer pass is currently NOT active


Constructor & Destructor Documentation

Constructor.

virtual PLS_API PLScene::SceneRendererPass::~SceneRendererPass ( ) [protected, virtual]

Destructor.


Member Function Documentation

This scene renderer pass is currently NOT active pl_enum_end PLScene::SceneRendererPass::pl_class ( PLS_RTTI_EXPORT  ,
SceneRendererPass  ,
"PLScene"  ,
PLCore::Object  ,
"Abstract scene renderer pass class"   
)
This scene renderer pass is currently NOT active pl_enum_end PLScene::SceneRendererPass::pl_flag_type ( EFlags  )
This scene renderer pass is currently NOT active pl_enum_end pl_attribute (Name, PLCore::String, "", ReadWrite, GetSet, "Optional scene renderer pass name. If not defined, a name is chosen automatically", "") pl_class_end public virtual PLS_API void PLScene::SceneRendererPass::SetFlags ( PLCore::uint32  nValue) [virtual]

Returns the scene context the scene renderer pass is in.

Returns:
The scene context the scene renderer pass is in, can but shouldn't be a null pointer

Returns the used renderer.

Returns:
The used renderer, can but shouldn't be a null pointer

Returns the first found instance of a scene renderer pass instance within the scene renderer by using a class name.

Parameters:
[in]sClassNameClass name of the scene renderer pass instance
Returns:
The first found instance of a scene renderer pass instance within the scene renderer, can be a null pointer
PLS_API bool PLScene::SceneRendererPass::IsActive ( ) const

Is the scene renderer pass active?

Returns:
'true' if the scene renderer pass is active, else 'false'
PLS_API void PLScene::SceneRendererPass::SetActive ( bool  bActive = true)

Sets whether the scene renderer pass is active or not.

Parameters:
[in]bActiveShould the scene renderer pass be active?
Note:
  • Sets/unsets the 'Inactive'-flag

Member Data Documentation

This scene renderer pass is currently NOT active pl_enum_end PLScene::SceneRendererPass::ReadWrite
This scene renderer pass is currently NOT active pl_enum_end PLScene::SceneRendererPass::GetSet
This scene renderer pass is currently NOT active pl_enum_end PLScene::SceneRendererPass::Flags

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


PixelLight PixelLight 0.9.10-R1
Copyright (C) 2002-2011 by The PixelLight Team
Last modified Fri Dec 23 2011 15:51:24
The content of this PixelLight document is published under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported