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Ogre::ShadowListener Class Reference

Interface definition for classes which can listen in on the process of rendering shadows, in order to implement custom behaviour. More...

#include <OgreSceneManager.h>

List of all members.

Public Member Functions

 ShadowListener ()
virtual ~ShadowListener ()
virtual void shadowTexturesUpdated (size_t numberOfShadowTextures)=0
 Event raised after all shadow textures have been rendered into for all queues / targets but before any other geometry has been rendered (including main scene geometry and any additional shadow receiver passes).
virtual void shadowTextureCasterPreViewProj (Light *light, Camera *camera)=0
 This event occurs just before the view & projection matrices are set for rendering into a shadow texture.
virtual void shadowTextureReceiverPreViewProj (Light *light, Frustum *frustum)=0
 This event occurs just before the view & projection matrices are set for re-rendering a shadow receiver.
virtual bool sortLightsAffectingFrustum (LightList &lightList)
 Hook to allow the listener to override the ordering of lights for the entire frustum.


Detailed Description

Interface definition for classes which can listen in on the process of rendering shadows, in order to implement custom behaviour.

Definition at line 110 of file OgreSceneManager.h.


Constructor & Destructor Documentation

Ogre::ShadowListener::ShadowListener  ) 
 

Definition at line 113 of file OgreSceneManager.h.

virtual Ogre::ShadowListener::~ShadowListener  )  [virtual]
 

Definition at line 114 of file OgreSceneManager.h.


Member Function Documentation

virtual void Ogre::ShadowListener::shadowTextureCasterPreViewProj Light light,
Camera camera
[pure virtual]
 

This event occurs just before the view & projection matrices are set for rendering into a shadow texture.

Remarks:
You can use this event hook to perform some custom processing, such as altering the camera being used for rendering the light's view, including setting custom view & projection matrices if you want to perform an advanced shadow technique.
Note:
This event will only be fired when texture shadows are in use.
Parameters:
light Pointer to the light for which shadows are being rendered
camera Pointer to the camera being used to render

virtual void Ogre::ShadowListener::shadowTextureReceiverPreViewProj Light light,
Frustum frustum
[pure virtual]
 

This event occurs just before the view & projection matrices are set for re-rendering a shadow receiver.

Remarks:
You can use this event hook to perform some custom processing, such as altering the projection frustum being used for rendering the shadow onto the receiver to perform an advanced shadow technique.
Note:
This event will only be fired when texture shadows are in use.
Parameters:
light Pointer to the light for which shadows are being rendered
frustum Pointer to the projection frustum being used to project the shadow texture

virtual void Ogre::ShadowListener::shadowTexturesUpdated size_t  numberOfShadowTextures  )  [pure virtual]
 

Event raised after all shadow textures have been rendered into for all queues / targets but before any other geometry has been rendered (including main scene geometry and any additional shadow receiver passes).

Remarks:
This callback is useful for those that wish to perform some additional processing on shadow textures before they are used to render shadows. For example you could perform some filtering by rendering the existing shadow textures into another alternative shadow texture with a shader.]
Note:
This event will only be fired when texture shadows are in use.
Parameters:
numberOfShadowTextures The number of shadow textures in use

virtual bool Ogre::ShadowListener::sortLightsAffectingFrustum LightList lightList  )  [virtual]
 

Hook to allow the listener to override the ordering of lights for the entire frustum.

Remarks:
Whilst ordinarily lights are sorted per rendered object (
See also:
MovableObject::queryLights), texture shadows adds another issue in that, given there is a finite number of shadow textures, we must choose which lights to render texture shadows from based on the entire frustum. These lights should always be listed first in every objects own list, followed by any other lights which will not cast texture shadows (either because they have shadow casting off, or there aren't enough shadow textures to service them).
This hook allows you to override the detailed ordering of the lights per frustum. The default ordering is shadow casters first (which you must also respect if you override this method), and ordered by distance from the camera within those 2 groups. Obviously the closest lights with shadow casting enabled will be listed first. Only lights within the range of the frustum will be in the list.
Parameters:
lightList The list of lights within range of the frustum which you may sort.
Returns:
true if you sorted the list, false otherwise.

Definition at line 184 of file OgreSceneManager.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun May 6 10:57:48 2007