2019-12-12 17:32:41 +01:00
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// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt
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// Copyright (C) 2008-2012 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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2021-07-29 20:50:03 +02:00
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#include "ISceneManager.h" // for E_SCENE_NODE_RENDER_PASS, could probably move that to own header?
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2019-12-12 17:32:41 +01:00
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namespace irr
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{
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namespace scene
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{
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2021-07-29 20:50:03 +02:00
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class ISceneNode;
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2019-12-12 17:32:41 +01:00
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//! ILightManager provides an interface for user applications to manipulate the list of lights in the scene.
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/** The light list can be trimmed or re-ordered before device/ hardware
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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. It is assumed that the
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ILightManager implementation will store any data that it wishes to
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retain, i.e. the ISceneManager to which it is assigned, the lightList,
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the current 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
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ESNRP_LIGHT render pass, this provides an opportunity for the
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light manager to trim or re-order the light list, before any
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device/hardware lights have actually been created.
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\param lightList: the Scene Manager's light list, which
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the light manager may modify. This reference will remain valid
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until OnPostRender().
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*/
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virtual void OnPreRender(core::array<ISceneNode*> & 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 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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