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authorhecks <42101236+hecktest@users.noreply.github.com>2021-07-23 16:23:44 +0200
committerGitHub <noreply@github.com>2021-07-23 16:23:44 +0200
commit4ab3de3bab13c18bc0eed6bac565be3b80ebac10 (patch)
tree54274982be545669f28b2849f5f94aa1c37f39af /include/ILightManager.h
parentdc2246dae75dda77d5a9be7f810930b5dd9b1ed8 (diff)
downloadirrlicht-4ab3de3bab13c18bc0eed6bac565be3b80ebac10.tar.xz
Delete lots of unused features (#48)
Diffstat (limited to 'include/ILightManager.h')
-rw-r--r--include/ILightManager.h62
1 files changed, 0 insertions, 62 deletions
diff --git a/include/ILightManager.h b/include/ILightManager.h
deleted file mode 100644
index ff66798..0000000
--- a/include/ILightManager.h
+++ /dev/null
@@ -1,62 +0,0 @@
-// 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 __I_LIGHT_MANAGER_H_INCLUDED__
-#define __I_LIGHT_MANAGER_H_INCLUDED__
-
-#include "IReferenceCounted.h"
-#include "irrArray.h"
-
-namespace irr
-{
-namespace scene
-{
- class ILightSceneNode;
-
- //! 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. */
- 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) = 0;
-
- //! Called after the last scene node is rendered.
- /** After this call returns, the lightList passed to OnPreRender() becomes invalid. */
- virtual void OnPostRender(void) = 0;
-
- //! 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) = 0;
-
- //! 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) = 0;
-
- //! 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) = 0;
-
- //! 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) = 0;
- };
-} // end namespace scene
-} // end namespace irr
-
-#endif