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-rw-r--r--libraries/irrlicht-1.8/include/ILightManager.h124
1 files changed, 62 insertions, 62 deletions
diff --git a/libraries/irrlicht-1.8/include/ILightManager.h b/libraries/irrlicht-1.8/include/ILightManager.h
index ff66798..35fb9cb 100644
--- a/libraries/irrlicht-1.8/include/ILightManager.h
+++ b/libraries/irrlicht-1.8/include/ILightManager.h
@@ -1,62 +1,62 @@
1// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt 1// Written by Colin MacDonald - all rights assigned to Nikolaus Gebhardt
2// Copyright (C) 2008-2012 Nikolaus Gebhardt 2// Copyright (C) 2008-2012 Nikolaus Gebhardt
3// This file is part of the "Irrlicht Engine". 3// This file is part of the "Irrlicht Engine".
4// For conditions of distribution and use, see copyright notice in irrlicht.h 4// For conditions of distribution and use, see copyright notice in irrlicht.h
5 5
6#ifndef __I_LIGHT_MANAGER_H_INCLUDED__ 6#ifndef __I_LIGHT_MANAGER_H_INCLUDED__
7#define __I_LIGHT_MANAGER_H_INCLUDED__ 7#define __I_LIGHT_MANAGER_H_INCLUDED__
8 8
9#include "IReferenceCounted.h" 9#include "IReferenceCounted.h"
10#include "irrArray.h" 10#include "irrArray.h"
11 11
12namespace irr 12namespace irr
13{ 13{
14namespace scene 14namespace scene
15{ 15{
16 class ILightSceneNode; 16 class ILightSceneNode;
17 17
18 //! ILightManager provides an interface for user applications to manipulate the list of lights in the scene. 18 //! ILightManager provides an interface for user applications to manipulate the list of lights in the scene.
19 /** The light list can be trimmed or re-ordered before device/ hardware 19 /** The light list can be trimmed or re-ordered before device/ hardware
20 lights are created, and/or individual lights can be switched on and off 20 lights are created, and/or individual lights can be switched on and off
21 before or after each scene node is rendered. It is assumed that the 21 before or after each scene node is rendered. It is assumed that the
22 ILightManager implementation will store any data that it wishes to 22 ILightManager implementation will store any data that it wishes to
23 retain, i.e. the ISceneManager to which it is assigned, the lightList, 23 retain, i.e. the ISceneManager to which it is assigned, the lightList,
24 the current render pass, and the current scene node. */ 24 the current render pass, and the current scene node. */
25 class ILightManager : public IReferenceCounted 25 class ILightManager : public IReferenceCounted
26 { 26 {
27 public: 27 public:
28 //! Called after the scene's light list has been built, but before rendering has begun. 28 //! Called after the scene's light list has been built, but before rendering has begun.
29 /** As actual device/hardware lights are not created until the 29 /** As actual device/hardware lights are not created until the
30 ESNRP_LIGHT render pass, this provides an opportunity for the 30 ESNRP_LIGHT render pass, this provides an opportunity for the
31 light manager to trim or re-order the light list, before any 31 light manager to trim or re-order the light list, before any
32 device/hardware lights have actually been created. 32 device/hardware lights have actually been created.
33 \param lightList: the Scene Manager's light list, which 33 \param lightList: the Scene Manager's light list, which
34 the light manager may modify. This reference will remain valid 34 the light manager may modify. This reference will remain valid
35 until OnPostRender(). 35 until OnPostRender().
36 */ 36 */
37 virtual void OnPreRender(core::array<ISceneNode*> & lightList) = 0; 37 virtual void OnPreRender(core::array<ISceneNode*> & lightList) = 0;
38 38
39 //! Called after the last scene node is rendered. 39 //! Called after the last scene node is rendered.
40 /** After this call returns, the lightList passed to OnPreRender() becomes invalid. */ 40 /** After this call returns, the lightList passed to OnPreRender() becomes invalid. */
41 virtual void OnPostRender(void) = 0; 41 virtual void OnPostRender(void) = 0;
42 42
43 //! Called before a render pass begins 43 //! Called before a render pass begins
44 /** \param renderPass: the render pass that's about to begin */ 44 /** \param renderPass: the render pass that's about to begin */
45 virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0; 45 virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
46 46
47 //! Called after the render pass specified in OnRenderPassPreRender() ends 47 //! Called after the render pass specified in OnRenderPassPreRender() ends
48 /** \param[in] renderPass: the render pass that has finished */ 48 /** \param[in] renderPass: the render pass that has finished */
49 virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0; 49 virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
50 50
51 //! Called before the given scene node is rendered 51 //! Called before the given scene node is rendered
52 /** \param[in] node: the scene node that's about to be rendered */ 52 /** \param[in] node: the scene node that's about to be rendered */
53 virtual void OnNodePreRender(ISceneNode* node) = 0; 53 virtual void OnNodePreRender(ISceneNode* node) = 0;
54 54
55 //! Called after the the node specified in OnNodePreRender() has been rendered 55 //! Called after the the node specified in OnNodePreRender() has been rendered
56 /** \param[in] node: the scene node that has just been rendered */ 56 /** \param[in] node: the scene node that has just been rendered */
57 virtual void OnNodePostRender(ISceneNode* node) = 0; 57 virtual void OnNodePostRender(ISceneNode* node) = 0;
58 }; 58 };
59} // end namespace scene 59} // end namespace scene
60} // end namespace irr 60} // end namespace irr
61 61
62#endif 62#endif