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author | Lizzy Fleckenstein <eliasfleckenstein@web.de> | 2023-04-13 18:07:12 +0200 |
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committer | Lizzy Fleckenstein <eliasfleckenstein@web.de> | 2023-04-13 18:07:12 +0200 |
commit | 437b6619f6d3838b38aae0b6468ce7b4f7b2d891 (patch) | |
tree | ef55c521e2ef9b688256b9f6dbc8ba433d0e8491 /include/ILightManager.h | |
parent | bf90df100e120e272c14c7975a22ed01bf3ad215 (diff) | |
download | irrlicht-light.tar.xz |
Diffstat (limited to 'include/ILightManager.h')
-rw-r--r-- | include/ILightManager.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/include/ILightManager.h b/include/ILightManager.h new file mode 100644 index 0000000..b156e70 --- /dev/null +++ b/include/ILightManager.h @@ -0,0 +1,66 @@ +// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt
+// Copyright (C) 2008-2012 Nikolaus Gebhardt
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#ifndef IRR_I_LIGHT_MANAGER_H_INCLUDED
+#define IRR_I_LIGHT_MANAGER_H_INCLUDED
+
+#include "IReferenceCounted.h"
+#include "irrArray.h"
+#include "ISceneManager.h" // for E_SCENE_NODE_RENDER_PASS, could probably move that to own header?
+
+namespace irr
+{
+namespace scene
+{
+ class ISceneNode;
+
+ //! ILightManager provides an interface for user applications to manipulate the list of lights in the scene.
+ /** The light list can be trimmed or re-ordered before device/ hardware
+ lights are created, and/or individual lights can be switched on and off
+ before or after each scene node is rendered. It is assumed that the
+ ILightManager implementation will store any data that it wishes to
+ retain, i.e. the ISceneManager to which it is assigned, the lightList,
+ the current render pass, and the current scene node.
+
+ It can also be useful for shaders as it allows finding out the currently rendered SceneNode.
+ */
+ class ILightManager : public IReferenceCounted
+ {
+ public:
+ //! 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.
+ \param lightList: the Scene Manager's light list, which
+ the light manager may modify. This reference will remain valid
+ until OnPostRender().
+ */
+ virtual void OnPreRender(core::array<ISceneNode*> & lightList) {};
+
+ //! Called after the last scene node is rendered.
+ /** After this call returns, the lightList passed to OnPreRender() becomes invalid. */
+ virtual void OnPostRender(void) {};
+
+ //! Called before a render pass begins
+ /** \param renderPass: the render pass that's about to begin */
+ virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) {};
+
+ //! Called after the render pass specified in OnRenderPassPreRender() ends
+ /** \param[in] renderPass: the render pass that has finished */
+ virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) {};
+
+ //! Called before the given scene node is rendered
+ /** \param[in] node: the scene node that's about to be rendered */
+ virtual void OnNodePreRender(ISceneNode* node) {};
+
+ //! Called after the the node specified in OnNodePreRender() has been rendered
+ /** \param[in] node: the scene node that has just been rendered */
+ virtual void OnNodePostRender(ISceneNode* node) {};
+ };
+} // end namespace scene
+} // end namespace irr
+
+#endif
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