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irr::scene::ILightManager Class Reference

ILightManager provides an interface for user applications to manipulate the list of lights in the scene. More...

#include <ILightManager.h>

+ Inheritance diagram for irr::scene::ILightManager:

Public Member Functions

virtual void OnNodePostRender (ISceneNode *node)=0
 Called after the the node specified in OnNodePreRender() has been rendered.
virtual void OnNodePreRender (ISceneNode *node)=0
 Called before the given scene node is rendered.
virtual void OnPostRender (void)=0
 Called after the last scene node is rendered.
virtual void OnPreRender (core::array< ISceneNode * > &lightList)=0
 Called after the scene's light list has been built, but before rendering has begun.
virtual void OnRenderPassPostRender (E_SCENE_NODE_RENDER_PASS renderPass)=0
 Called after the render pass specified in OnRenderPassPreRender() ends.
virtual void OnRenderPassPreRender (E_SCENE_NODE_RENDER_PASS renderPass)=0
 Called before a render pass begins.
- Public Member Functions inherited from irr::IReferenceCounted
 IReferenceCounted ()
 Constructor.
virtual ~IReferenceCounted ()
 Destructor.
bool drop () const
 Drops the object. Decrements the reference counter by one.
const c8getDebugName () const
 Returns the debug name of the object.
s32 getReferenceCount () const
 Get the reference count.
void grab () const
 Grabs the object. Increments the reference counter by one.

Additional Inherited Members

- Protected Member Functions inherited from irr::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object.

Detailed Description

ILightManager provides an interface for user applications to manipulate the list of lights in the scene.

The light list can be trimmed or re-ordered before device/ hardware

lights are created, and/or individual lights can be switched on and off before or after each scene node is rendered. It is assumed that the ILightManager implementation will store any data that it wishes to retain, i.e. the ISceneManager to which it is assigned, the lightList, the current render pass, and the current scene node.

Definition at line 25 of file ILightManager.h.

Member Function Documentation

virtual void irr::scene::ILightManager::OnNodePostRender ( ISceneNode node)
pure virtual

Called after the the node specified in OnNodePreRender() has been rendered.

Parameters
[in]node,:the scene node that has just been rendered
virtual void irr::scene::ILightManager::OnNodePreRender ( ISceneNode node)
pure virtual

Called before the given scene node is rendered.

Parameters
[in]node,:the scene node that's about to be rendered
virtual void irr::scene::ILightManager::OnPostRender ( void  )
pure virtual

Called after the last scene node is rendered.

After this call returns, the lightList passed to OnPreRender() becomes invalid.

virtual void irr::scene::ILightManager::OnPreRender ( core::array< ISceneNode * > &  lightList)
pure virtual

Called after the scene's light list has been built, but before rendering has begun.

As actual device/hardware lights are not created until the

ESNRP_LIGHT render pass, this provides an opportunity for the light manager to trim or re-order the light list, before any device/hardware lights have actually been created.

Parameters
lightList,:the Scene Manager's light list, which the light manager may modify. This reference will remain valid until OnPostRender().
virtual void irr::scene::ILightManager::OnRenderPassPostRender ( E_SCENE_NODE_RENDER_PASS  renderPass)
pure virtual

Called after the render pass specified in OnRenderPassPreRender() ends.

Parameters
[in]renderPass,:the render pass that has finished
virtual void irr::scene::ILightManager::OnRenderPassPreRender ( E_SCENE_NODE_RENDER_PASS  renderPass)
pure virtual

Called before a render pass begins.

Parameters
renderPass,:the render pass that's about to begin

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