mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-16 07:20:25 +01:00
63 lines
2.6 KiB
C
63 lines
2.6 KiB
C
|
// 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
|