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# Ogre::RenderPriorityGroup Class Reference

Collection of renderables by priority. More...

`#include <OgreRenderQueueSortingGrouping.h>`

List of all members.

## Public Member Functions
| RenderPriorityGroup (RenderQueueGroup *parent, bool splitPassesByLightingType, bool splitNoShadowPasses, bool shadowCastersNotReceivers)
| ~RenderPriorityGroup ()
const QueuedRenderableCollection & | getSolidsBasic (void) const
| Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows.
const QueuedRenderableCollection & | getSolidsDiffuseSpecular (void) const
| Get the collection of solids currently queued per light (only applicable in additive shadow modes).
const QueuedRenderableCollection & | getSolidsDecal (void) const
| Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes).
const QueuedRenderableCollection & | getSolidsNoShadowReceive (void) const
| Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled).
const QueuedRenderableCollection & | getTransparents (void) const
| Get the collection of transparent objects currently queued.
void | resetOrganisationModes (void)
| Reset the organisation modes required for the solids in this group.
void | addOrganisationMode (QueuedRenderableCollection::OrganisationMode om)
| Add a required sorting / grouping mode for the solids in this group.
void | defaultOrganisationMode (void)
| Set the sorting / grouping mode for the solids in this group to the default.
void | addRenderable (Renderable *pRend, Technique *pTech)
| Add a renderable to this group.
void | sort (const Camera *cam)
| Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera.
void | clear (void)
| Clears this group of renderables.
void | setSplitPassesByLightingType (bool split)
| Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
void | setSplitNoShadowPasses (bool split)
| Sets whether or not passes which have shadow receive disabled should be separated.
void | setShadowCastersCannotBeReceivers (bool ind)
| Sets whether or not objects which cast shadows should be treated as never receiving shadows.
## Protected Member Functions
void | removePassEntry (Pass *p)
| remove a pass entry from all collections
void | addSolidRenderable (Technique *pTech, Renderable *rend, bool toNoShadowMap)
| Internal method for adding a solid renderable.
void | addSolidRenderableSplitByLightType (Technique *pTech, Renderable *rend)
| Internal method for adding a solid renderable.
void | addTransparentRenderable (Technique *pTech, Renderable *rend)
| Internal method for adding a transparent renderable.
## Protected Attributes
RenderQueueGroup * | mParent
| Parent queue group.
bool | mSplitPassesByLightingType
bool | mSplitNoShadowPasses
bool | mShadowCastersNotReceivers
QueuedRenderableCollection | mSolidsBasic
| Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive.
QueuedRenderableCollection | mSolidsDiffuseSpecular
| Solid per-light pass list, used with additive shadows.
QueuedRenderableCollection | mSolidsDecal
| Solid decal (texture) pass list, used with additive shadows.
QueuedRenderableCollection | mSolidsNoShadowReceive
| Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes.
QueuedRenderableCollection | mTransparents
| Transparent list.

## Detailed Description

Collection of renderables by priority.

Remarks:
  This class simply groups renderables for rendering. All the renderables contained in this class are destined for the same RenderQueueGroup (coarse groupings like those between the main scene and overlays) and have the same priority (fine groupings for detailed overlap control).

  This class can order solid renderables by a number of criteria; it can optimise them into groups based on pass to reduce render state changes, or can sort them by ascending or descending view depth. Transparent objects are always ordered by descending depth.

  To iterate over items in the collections held by this object you should retrieve the collection in use (e.g. solids, solids with no shadows, transparents) and use the accept() method, providing a class implementing QueuedRenderableVisitor.

Definition at line 315 of file OgreRenderQueueSortingGrouping.h.

## Constructor & Destructor Documentation

Ogre::RenderPriorityGroup::RenderPriorityGroup | ( | RenderQueueGroup * | parent,
|  | bool | splitPassesByLightingType,
|  | bool | splitNoShadowPasses,
|  | bool | shadowCastersNotReceivers
| ) |

Ogre::RenderPriorityGroup::~RenderPriorityGroup | ( |  | ) |

| Definition at line 351 of file OgreRenderQueueSortingGrouping.h.

## Member Function Documentation

void Ogre::RenderPriorityGroup::addOrganisationMode | ( | QueuedRenderableCollection::OrganisationMode | om | ) |

| Add a required sorting / grouping mode for the solids in this group. Remarks: You can only do this when the group is empty, ie after clearing the queue. See also: QueuedRenderableCollection::OrganisationMode Referenced by Ogre::RenderQueueGroup::addOrganisationMode().

void Ogre::RenderPriorityGroup::addRenderable | ( | Renderable * | pRend,
|  | Technique * | pTech
| ) |

| Add a renderable to this group. Referenced by Ogre::RenderQueueGroup::addRenderable().

void Ogre::RenderPriorityGroup::addSolidRenderable | ( | Technique * | pTech,
|  | Renderable * | rend,
|  | bool | toNoShadowMap
| ) | `[protected]`

| Internal method for adding a solid renderable.

void Ogre::RenderPriorityGroup::addSolidRenderableSplitByLightType | ( | Technique * | pTech,
|  | Renderable * | rend
| ) | `[protected]`

| Internal method for adding a solid renderable.

void Ogre::RenderPriorityGroup::addTransparentRenderable | ( | Technique * | pTech,
|  | Renderable * | rend
| ) | `[protected]`

| Internal method for adding a transparent renderable.

void Ogre::RenderPriorityGroup::clear | ( | void |  | ) |

| Clears this group of renderables. Referenced by Ogre::RenderQueueGroup::clear().

void Ogre::RenderPriorityGroup::defaultOrganisationMode | ( | void |  | ) |

| Set the sorting / grouping mode for the solids in this group to the default. Remarks: You can only do this when the group is empty, ie after clearing the queue. See also: QueuedRenderableCollection::OrganisationMode Referenced by Ogre::RenderQueueGroup::defaultOrganisationMode().

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsBasic | ( | void |  | ) | const

| Get the collection of basic solids currently queued, this includes all solids when there are no shadows, or all solids which have shadow receiving enabled when using modulative shadows, or all ambient passes of solids which have shadow receive enabled for additive shadows. Definition at line 357 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsDecal | ( | void |  | ) | const

| Get the collection of solids currently queued for decal passes (only applicable in additive shadow modes). Definition at line 365 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsDiffuseSpecular | ( | void |  | ) | const

| Get the collection of solids currently queued per light (only applicable in additive shadow modes). Definition at line 361 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getSolidsNoShadowReceive | ( | void |  | ) | const

| Get the collection of solids for which shadow receipt is disabled (only applicable when shadows are enabled). Definition at line 369 of file OgreRenderQueueSortingGrouping.h.

const QueuedRenderableCollection& Ogre::RenderPriorityGroup::getTransparents | ( | void |  | ) | const

| Get the collection of transparent objects currently queued. Definition at line 372 of file OgreRenderQueueSortingGrouping.h.

void Ogre::RenderPriorityGroup::removePassEntry | ( | Pass * | p | ) | `[protected]`

| remove a pass entry from all collections

void Ogre::RenderPriorityGroup::resetOrganisationModes | ( | void |  | ) |

| Reset the organisation modes required for the solids in this group. Remarks: You can only do this when the group is empty, ie after clearing the queue. See also: QueuedRenderableCollection::OrganisationMode Referenced by Ogre::RenderQueueGroup::resetOrganisationModes().

void Ogre::RenderPriorityGroup::setShadowCastersCannotBeReceivers | ( | bool | ind | ) |

| Sets whether or not objects which cast shadows should be treated as never receiving shadows. Definition at line 430 of file OgreRenderQueueSortingGrouping.h. Referenced by Ogre::RenderQueueGroup::setShadowCastersCannotBeReceivers().

void Ogre::RenderPriorityGroup::setSplitNoShadowPasses | ( | bool | split | ) |

| Sets whether or not passes which have shadow receive disabled should be separated. Definition at line 422 of file OgreRenderQueueSortingGrouping.h. Referenced by Ogre::RenderQueueGroup::setSplitNoShadowPasses().

void Ogre::RenderPriorityGroup::setSplitPassesByLightingType | ( | bool | split | ) |

| Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. Definition at line 414 of file OgreRenderQueueSortingGrouping.h. Referenced by Ogre::RenderQueueGroup::setSplitPassesByLightingType().

void Ogre::RenderPriorityGroup::sort | ( | const Camera * | cam | ) |

| Sorts the objects which have been added to the queue; transparent objects by their depth in relation to the passed in Camera.

## Member Data Documentation

RenderQueueGroup* Ogre::RenderPriorityGroup::mParent`[protected]`

| Parent queue group. Definition at line 320 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderPriorityGroup::mShadowCastersNotReceivers`[protected]`

| Definition at line 323 of file OgreRenderQueueSortingGrouping.h.

QueuedRenderableCollection Ogre::RenderPriorityGroup::mSolidsBasic`[protected]`

| Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive. Definition at line 325 of file OgreRenderQueueSortingGrouping.h.

QueuedRenderableCollection Ogre::RenderPriorityGroup::mSolidsDecal`[protected]`

| Solid decal (texture) pass list, used with additive shadows. Definition at line 329 of file OgreRenderQueueSortingGrouping.h.

QueuedRenderableCollection Ogre::RenderPriorityGroup::mSolidsDiffuseSpecular`[protected]`

| Solid per-light pass list, used with additive shadows. Definition at line 327 of file OgreRenderQueueSortingGrouping.h.

QueuedRenderableCollection Ogre::RenderPriorityGroup::mSolidsNoShadowReceive`[protected]`

| Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes. Definition at line 331 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderPriorityGroup::mSplitNoShadowPasses`[protected]`

| Definition at line 322 of file OgreRenderQueueSortingGrouping.h.

bool Ogre::RenderPriorityGroup::mSplitPassesByLightingType`[protected]`

| Definition at line 321 of file OgreRenderQueueSortingGrouping.h.

QueuedRenderableCollection Ogre::RenderPriorityGroup::mTransparents`[protected]`

| Transparent list. Definition at line 333 of file OgreRenderQueueSortingGrouping.h.

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

- OgreRenderQueueSortingGrouping.h

Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Thu Mar 6 09:48:01 2008