211f574c82
git-svn-id: http://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@2144 dfc29bdd-3216-0410-991c-e03cc46cb475
61 lines
2.7 KiB
C++
61 lines
2.7 KiB
C++
// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt
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// Copyright (C) 2008 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_LIGHT_MANAGER_H_INCLUDED__
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#define __I_LIGHT_MANAGER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace scene
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{
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class ILightSceneNode;
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//! ILightManager provides an interface for user applications to manipulate the list
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//! of lights in the scene. The light list can be trimmed or re-ordered before device/
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//! hardware lights are created, and/or individual lights can be switched on and off
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//! before or after each scene node is rendered.
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//! It is assumed that the ILightManager implementation will store any data that it wishes
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//! to retain, i.e. the ISceneManager to which it is assigned, the lightList, the current
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//! render pass, and the current scene node.
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class ILightManager : public IReferenceCounted
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{
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public:
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//! Called after the scene's light list has been built, but before rendering has begun.
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//! As actual device/hardware lights are not created until the ESNRP_LIGHT render pass,
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//! this provides an opportunity for the light manager to trim or re-order the light
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//! list, before any device/hardware lights have actually been created.
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//! \param[in] smgr: the Scene Manager
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//! \param[inout] lightLight: the Scene Manager's light list, which the light manager may
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//! modify. This reference will remain valid until OnPostRender().
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virtual void OnPreRender(core::array<ILightSceneNode*> & lightList) = 0;
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//! Called after the last scene node is rendered.
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//! After this call returns, the lightList passed to OnPreRender() becomes invalid.
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virtual void OnPostRender(void) = 0;
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//! Called before a render pass begins
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//! \param[in] renderPass: the render pass that's about to begin
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virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
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//! Called after the render pass specified in OnRenderPassPreRender() ends
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//! \param[in] renderPass: the render pass that has finished
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virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
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//! Called before the given scene node is rendered
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//! \param[in] node: the scene node that's about to be rendered
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virtual void OnNodePreRender(ISceneNode* node) = 0;
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//! Called after the the node specified in OnNodePreRender() has been rendered
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//! \param[in] node: the scene node that has just been rendered
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virtual void OnNodePostRender(ISceneNode* node) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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