irrlicht/include/ILightManager.h

61 lines
2.6 KiB
C++

// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt
// Copyright (C) 2008 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[in] smgr: the Scene Manager
//! \param[inout] lightLight: the Scene Manager's light list, which the light manager may
//! modify. This reference will remain valid until OnPostRender().
virtual void OnPreRender(core::array<ILightSceneNode*> & 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[in] 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