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Ogre::RenderSystem Class Reference

Defines the functionality of a 3D API. More...

#include <OgreRenderSystem.h>

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List of all members.

Public Methods

 RenderSystem ()
 Default Constructor.

virtual ~RenderSystem ()
 Destructor.

virtual const StringgetName (void) const=0
 Returns the name of the rendering system.

virtual ConfigOptionMapgetConfigOptions (void)=0
 Returns the details of this API's configuration options.

virtual void setConfigOption (const String &name, const String &value)=0
 Sets an option for this API.

virtual String validateConfigOptions (void)=0
 Validates the options set for the rendering system, returning a message if there are problems.

virtual RenderWindowinitialise (bool autoCreateWindow)
 Start up the renderer using the settings selected (Or the defaults if none have been selected).

virtual void reinitialise (void)=0
 Restart the renderer (normally following a change in settings).

virtual void shutdown (void)
 Shutdown the renderer and cleanup resources.

virtual void setAmbientLight (float r, float g, float b)=0
 Sets the colour & strength of the ambient (global directionless) light in the world.

virtual void setShadingType (ShadeOptions so)=0
 Sets the type of light shading required (default = Gouraud).

virtual void setLightingEnabled (bool enabled)=0
 Sets whether or not dynamic lighting is enabled.

virtual RenderWindowcreateRenderWindow (const String &name, unsigned int width, unsigned int height, unsigned int colourDepth, bool fullScreen, int left=0, int top=0, bool depthBuffer=true, RenderWindow *parentWindowHandle=0)=0
 Creates a new rendering window.

virtual RenderTexturecreateRenderTexture (const String &name, unsigned int width, unsigned int height)=0
 Creates and registers a render texture object.

virtual void attachRenderTarget (RenderTarget &target)
 Don't do this anymore, just allow via Root RenderSystem* regPtr = Root::getSingleton().getRenderSystem(); if (!regPtr || regPtr != this) Register self - library user has come to me direct Root::getSingleton().setRenderSystem(this);.

virtual RenderTargetgetRenderTarget (const String &name)
 Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found.

virtual RenderTargetdetachRenderTarget (const String &name)
 Detaches the render target with the passed name from the render system and returns a pointer to it.

virtual String getErrorDescription (long errorNumber)=0
 Returns a description of an error code.

void setWaitForVerticalBlank (bool enabled)
 Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.

bool getWaitForVerticalBlank (void) const
 Returns true if the system is synchronising frames with the monitor vertical blank.

virtual void _useLights (const LightList &lights, unsigned short limit)=0
 Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits).

virtual void _setWorldMatrix (const Matrix4 &m)=0
 Sets the world transform matrix.

virtual void _setWorldMatrices (const Matrix4 *m, unsigned short count)
 Sets multiple world matrices (vertex blending).

virtual void _setViewMatrix (const Matrix4 &m)=0
 Sets the view transform matrix.

virtual void _setProjectionMatrix (const Matrix4 &m)=0
 Sets the projection transform matrix.

virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once.

virtual void _disableTextureUnit (size_t texUnit)
 Turns off a texture unit.

virtual void _disableTextureUnitsFrom (size_t texUnit)
 Disables all texture units from the given unit upwards.

virtual void _setSurfaceParams (const ColourValue &ambient, const ColourValue &diffuse, const ColourValue &specular, const ColourValue &emissive, Real shininess)=0
 Sets the surface properties to be used for future rendering.

virtual void _setTexture (size_t unit, bool enabled, const String &texname)=0
 Sets the status of a single texture stage.

virtual void _setTextureCoordSet (size_t unit, size_t index)=0
 Sets the texture coordinate set to use for a texture unit.

virtual void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m)=0
 Sets a method for automatically calculating texture coordinates for a stage.

virtual void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm)=0
 Sets the texture blend modes from a TextureUnitState record.

virtual void _setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 Sets the filtering options for a given texture unit.

virtual void _setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)=0
 Sets a single filter for a given texture unit.

virtual void _setTextureLayerAnisotropy (size_t unit, unsigned int maxAnisotropy)=0
 Sets the maximal anisotropy for the specified texture unit.

virtual void _setTextureAddressingMode (size_t unit, TextureUnitState::TextureAddressingMode tam)=0
 Sets the texture addressing mode for a texture unit.

virtual void _setTextureMatrix (size_t unit, const Matrix4 &xform)=0
 Sets the texture coordinate transformation matrix for a texture unit.

virtual void _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor)=0
 Sets the global blending factors for combining subsequent renders with the existing frame contents.

virtual void _setAlphaRejectSettings (CompareFunction func, unsigned char value)=0
 Sets the global alpha rejection approach for future renders.

virtual void _beginFrame (void)=0
 Signifies the beginning of a frame, ie the start of rendering on a single viewport.

virtual void _endFrame (void)=0
 Ends rendering of a frame to the current viewport.

virtual void _setViewport (Viewport *vp)=0
 Sets the provided viewport as the active one for future rendering operations.

virtual Viewport_getViewport (void)
 Get the current active viewport for rendering.

virtual void _setCullingMode (CullingMode mode)=0
 Sets the culling mode for the render system based on the 'vertex winding'.

virtual CullingMode _getCullingMode (void) const
virtual void _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)=0
 Sets the mode of operation for depth buffer tests from this point onwards.

virtual void _setDepthBufferCheckEnabled (bool enabled=true)=0
 Sets whether or not the depth buffer check is performed before a pixel write.

virtual void _setDepthBufferWriteEnabled (bool enabled=true)=0
 Sets whether or not the depth buffer is updated after a pixel write.

virtual void _setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)=0
 Sets the comparison function for the depth buffer check.

virtual void _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)=0
 Sets whether or not colour buffer writing is enabled, and for which channels.

virtual void _setDepthBias (ushort bias)=0
 Sets the depth bias, NB you should use the Material version of this.

virtual void _setFog (FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=1.0, Real linearStart=0.0, Real linearEnd=1.0)=0
 Sets the fogging mode for future geometry.

virtual void _beginGeometryCount (void)
 The RenderSystem will keep a count of tris rendered, this resets the count.

virtual unsigned int _getFaceCount (void) const
 Reports the number of tris rendered since the last _beginGeometryCount call.

virtual unsigned int _getVertexCount (void) const
 Reports the number of vertices passed to the renderer since the last _beginGeometryCount call.

virtual void convertColourValue (const ColourValue &colour, unsigned long *pDest)=0
 Generates a packed data version of the passed in ColourValue suitable for use as with this RenderSystem.

virtual void _makeProjectionMatrix (Real fovy, Real aspect, Real nearPlane, Real farPlane, Matrix4 &dest, bool forGpuProgram=false)=0
 Builds a perspective projection matrix suitable for this render system.

virtual void _setRasterisationMode (SceneDetailLevel level)=0
 Sets how to rasterise triangles, as points, wireframe or solid polys.

virtual void setStencilCheckEnabled (bool enabled)=0
 Turns stencil buffer checking on or off.

virtual void setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, ulong refValue=0, ulong mask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP)
 This method allows you to set all the stencil buffer parameters in one call.

virtual void setStencilBufferFunction (CompareFunction func)=0
 Sets the stencil test function.

virtual void setStencilBufferReferenceValue (ulong refValue)=0
 Sets the stencil buffer reference value.

virtual void setStencilBufferMask (ulong mask)=0
 Sets the stencil buffer mask value.

virtual void setStencilBufferFailOperation (StencilOperation op)=0
 Sets the action to perform if the stencil test fails.

virtual void setStencilBufferDepthFailOperation (StencilOperation op)=0
 Sets the action to perform if the stencil test passes, but the depth buffer test fails.

virtual void setStencilBufferPassOperation (StencilOperation op)=0
 Sets the action to perform if both the stencil test and the depth buffer test passes.

virtual void softwareVertexBlend (VertexData *vertexData, Matrix4 *pMatrices)
 Performs a software vertex blend on the passed in operation.

virtual void setVertexDeclaration (VertexDeclaration *decl)=0
 Sets the current vertex declaration, ie the source of vertex data.

virtual void setVertexBufferBinding (VertexBufferBinding *binding)=0
 Sets the current vertex buffer binding state.

virtual void setNormaliseNormals (bool normalise)=0
 Sets whether or not normals are to be automatically normalised.

virtual void _render (const RenderOperation &op)
 Render something to the active viewport.

const RenderSystemCapabilitiesgetCapabilities (void) const
 Gets the capabilities of the render system.

virtual void bindGpuProgram (GpuProgram *prg)=0
 Binds a given GpuProgram (but not the parameters).

virtual void bindGpuProgramParameters (GpuProgramType gptype, GpuProgramParametersSharedPtr params)=0
 Bind Gpu program parameters.

virtual void unbindGpuProgram (GpuProgramType gptype)=0
 Unbinds GpuPrograms of a given GpuProgramType.

virtual void _initRenderTargets (void)
 Utility method for initialising all render targets attached to this rendering system.

virtual void _updateAllRenderTargets (void)
 Internal method for updating all render targets attached to this rendering system.

virtual void setInvertVertexWinding (bool invert)
 Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections.


Protected Attributes

RenderTargetMap mRenderTargets
 The render targets.

RenderTargetPriorityMap mPrioritisedRenderTargets
 The render targets, ordered by priority.

RenderTargetmActiveRenderTarget
 The Active render target.

TextureManagermTextureManager
RenderSystemCapabilitiesmCapabilities
 Used to store the capabilities of the graphics card.

ViewportmActiveViewport
CullingMode mCullingMode
bool mVSync
size_t mFaceCount
size_t mVertexCount
Matrix4 mWorldMatrices [256]
 Saved set of world matrices.

bool mInvertVertexWinding

Detailed Description

Defines the functionality of a 3D API.

Remarks:
The RenderSystem class provides a base interface which abstracts the general functionality of the 3D API e.g. Direct3D or OpenGL. Whilst a few of the general methods have implementations, most of this class is abstract, requiring a subclass based on a specific API to be constructed to provide the full functionality. Note there are 2 levels to the interface - one which will be used often by the caller of the Ogre library, and one which is at a lower level and will be used by the other classes provided by Ogre. These lower level methods are prefixed with '_' to differentiate them. The advanced user of the library may use these lower level methods to access the 3D API at a more fundamental level (dealing direct with render states and rendering primitives), but still benefitting from Ogre's abstraction of exactly which 3D API is in use.
Author:
Steven Streeting
Version:
1.0

Definition at line 102 of file OgreRenderSystem.h.


Constructor & Destructor Documentation

Ogre::RenderSystem::RenderSystem  
 

Default Constructor.

Definition at line 45 of file OgreRenderSystem.cpp.

References Ogre::CULL_CLOCKWISE, mActiveRenderTarget, mActiveViewport, mCapabilities, mCullingMode, mInvertVertexWinding, mTextureManager, and mVSync.

Ogre::RenderSystem::~RenderSystem   [virtual]
 

Destructor.

Definition at line 64 of file OgreRenderSystem.cpp.

References shutdown().


Member Function Documentation

virtual void Ogre::RenderSystem::_beginFrame void    [pure virtual]
 

Signifies the beginning of a frame, ie the start of rendering on a single viewport.

Will occur several times per complete frame if multiple viewports exist.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::_renderScene(), and Ogre::SceneManager::manualRender().

void Ogre::RenderSystem::_beginGeometryCount void    [virtual]
 

The RenderSystem will keep a count of tris rendered, this resets the count.

Definition at line 296 of file OgreRenderSystem.cpp.

References mFaceCount, and mVertexCount.

Referenced by Ogre::SceneManager::_renderScene().

void Ogre::RenderSystem::_disableTextureUnit size_t    texUnit [virtual]
 

Turns off a texture unit.

Definition at line 248 of file OgreRenderSystem.cpp.

References _setTexture().

Referenced by _disableTextureUnitsFrom().

void Ogre::RenderSystem::_disableTextureUnitsFrom size_t    texUnit [virtual]
 

Disables all texture units from the given unit upwards.

Definition at line 253 of file OgreRenderSystem.cpp.

References _disableTextureUnit(), Ogre::RenderSystemCapabilities::getNumTextureUnits(), and mCapabilities.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_endFrame void    [pure virtual]
 

Ends rendering of a frame to the current viewport.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::_renderScene(), and Ogre::SceneManager::manualRender().

CullingMode Ogre::RenderSystem::_getCullingMode void    const [virtual]
 

Definition at line 269 of file OgreRenderSystem.cpp.

References Ogre::CullingMode, and mCullingMode.

unsigned int Ogre::RenderSystem::_getFaceCount void    const [virtual]
 

Reports the number of tris rendered since the last _beginGeometryCount call.

Definition at line 302 of file OgreRenderSystem.cpp.

Referenced by Ogre::SceneManager::_renderScene().

unsigned int Ogre::RenderSystem::_getVertexCount void    const [virtual]
 

Reports the number of vertices passed to the renderer since the last _beginGeometryCount call.

Definition at line 307 of file OgreRenderSystem.cpp.

Viewport * Ogre::RenderSystem::_getViewport void    [virtual]
 

Get the current active viewport for rendering.

Definition at line 164 of file OgreRenderSystem.cpp.

References mActiveViewport.

void Ogre::RenderSystem::_initRenderTargets void    [virtual]
 

Utility method for initialising all render targets attached to this rendering system.

Definition at line 69 of file OgreRenderSystem.cpp.

References mRenderTargets.

Referenced by Ogre::Root::startRendering().

virtual void Ogre::RenderSystem::_makeProjectionMatrix Real    fovy,
Real    aspect,
Real    nearPlane,
Real    farPlane,
Matrix4   dest,
bool    forGpuProgram = false
[pure virtual]
 

Builds a perspective projection matrix suitable for this render system.

Remarks:
Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

void Ogre::RenderSystem::_render const RenderOperation   op [virtual]
 

Render something to the active viewport.

Low-level rendering interface to perform rendering operations. Unlikely to be used directly by client applications, since the SceneManager and various support classes will be responsible for calling this method. Can only be called between _beginScene and _endScene

Parameters:
op  A rendering operation instance, which contains details of the operation to be performed.

Reimplemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Definition at line 485 of file OgreRenderSystem.cpp.

References Ogre::IndexData::indexCount, Ogre::RenderOperation::indexData, mFaceCount, mVertexCount, mWorldMatrices, Ogre::RenderOperation::operationType, Ogre::VertexData::softwareBlendInfo, softwareVertexBlend(), Ogre::RenderOperation::useIndexes, Ogre::VertexData::vertexCount, and Ogre::RenderOperation::vertexData.

Referenced by Ogre::SceneManager::manualRender(), Ogre::SceneManager::renderSingleObject(), and Ogre::BspSceneManager::renderStaticGeometry().

virtual void Ogre::RenderSystem::_setAlphaRejectSettings CompareFunction    func,
unsigned char    value
[pure virtual]
 

Sets the global alpha rejection approach for future renders.

By default images are rendered regardless of texture alpha. This method lets you change that.

Parameters:
func  The comparison function which must pass for a pixel to be written.
val  The value to compare each pixels alpha value to (0-255)

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setColourBufferWriteEnabled bool    red,
bool    green,
bool    blue,
bool    alpha
[pure virtual]
 

Sets whether or not colour buffer writing is enabled, and for which channels.

Remarks:
For some advanced effects, you may wish to turn off the writing of certain colour channels, or even all of the colour channels so that only the depth buffer is updated in a rendering pass. However, the chances are that you really want to use this option through the Material class.
Parameters:
red, green, blue, alpha  Whether writing is enabled for each of the 4 colour channels.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setCullingMode CullingMode    mode [pure virtual]
 

Sets the culling mode for the render system based on the 'vertex winding'.

A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setDepthBias ushort    bias [pure virtual]
 

Sets the depth bias, NB you should use the Material version of this.

Remarks:
When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).

A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top.

Parameters:
bias  The bias value, should be between 0 and 16.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setDepthBufferCheckEnabled bool    enabled = true [pure virtual]
 

Sets whether or not the depth buffer check is performed before a pixel write.

Parameters:
enabled  If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setDepthBufferFunction CompareFunction    func = CMPF_LESS_EQUAL [pure virtual]
 

Sets the comparison function for the depth buffer check.

Advanced use only - allows you to choose the function applied to compare the depth values of new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled (see _setDepthBufferCheckEnabled)

Parameters:
func  The comparison between the new depth and the existing depth which must return true for the new pixel to be written.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setDepthBufferParams bool    depthTest = true,
bool    depthWrite = true,
CompareFunction    depthFunction = CMPF_LESS_EQUAL
[pure virtual]
 

Sets the mode of operation for depth buffer tests from this point onwards.

Sometimes you may wish to alter the behaviour of the depth buffer to achieve special effects. Because it's unlikely that you'll set these options for an entire frame, but rather use them to tweak settings between rendering objects, this is an internal method (indicated by the '_' prefix) which will be used by a SceneManager implementation rather than directly from the client application. If this method is never called the settings are automatically the same as the default parameters.

Parameters:
depthTest  If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.
depthWrite  If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.
depthFunction  Sets the function required for the depth test.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

virtual void Ogre::RenderSystem::_setDepthBufferWriteEnabled bool    enabled = true [pure virtual]
 

Sets whether or not the depth buffer is updated after a pixel write.

Parameters:
enabled  If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setFog FogMode    mode = FOG_NONE,
const ColourValue   colour = ColourValue::White,
Real    expDensity = 1.0,
Real    linearStart = 0.0,
Real    linearEnd = 1.0
[pure virtual]
 

Sets the fogging mode for future geometry.

Parameters:
mode  Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
colour  The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox.
expDensity  The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 1. i.e. completely opaque, lower values can mean that fog never completely obscures the scene.
linearStart  Distance at which linear fog starts to encroach. The distance must be passed as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.
linearEnd  Distance at which linear fog becomes completely opaque.The distance must be passed as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setProjectionMatrix const Matrix4   m [pure virtual]
 

Sets the projection transform matrix.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::manualRender(), Ogre::BspSceneManager::renderStaticGeometry(), and Ogre::SceneManager::useRenderableViewProjMode().

virtual void Ogre::RenderSystem::_setRasterisationMode SceneDetailLevel    level [pure virtual]
 

Sets how to rasterise triangles, as points, wireframe or solid polys.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::_renderScene(), and Ogre::SceneManager::renderSingleObject().

virtual void Ogre::RenderSystem::_setSceneBlending SceneBlendFactor    sourceFactor,
SceneBlendFactor    destFactor
[pure virtual]
 

Sets the global blending factors for combining subsequent renders with the existing frame contents.

The result of the blending operation is:

final = (texture * sourceFactor) + (pixel * destFactor) Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type.

Parameters:
sourceFactor  The source factor in the above calculation, i.e. multiplied by the texture colour components.
destFactor  The destination factor in the above calculation, i.e. multiplied by the pixel colour components.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setSurfaceParams const ColourValue   ambient,
const ColourValue   diffuse,
const ColourValue   specular,
const ColourValue   emissive,
Real    shininess
[pure virtual]
 

Sets the surface properties to be used for future rendering.

This method sets the the properties of the surfaces of objects to be rendered after it. In this context these surface properties are the amount of each type of light the object reflects (determining it's colour under different types of light), whether it emits light itself, and how shiny it is. Textures are not dealt with here, see the _setTetxure method for details. This method is used by _setMaterial so does not need to be called direct if that method is being used.

Parameters:
ambient  The amount of ambient (sourceless and directionless) light an object reflects. Affected by the colour/amount of ambient light in the scene.
diffuse  The amount of light from directed sources that is reflected (affected by colour/amount of point, directed and spot light sources)
specular  The amount of specular light reflected. This is also affected by directed light sources but represents the colour at the highlights of the object.
emissive  The colour of light emitted from the object. Note that this will make an object seem brighter and not dependent on lights in the scene, but it will not act as a light, so will not illuminate other objects. Use a light attached to the same SceneNode as the object for this purpose.
shininess  A value which only has an effect on specular highlights (so specular must be non-black). The higher this value, the smaller and crisper the specular highlights will be, imitating a more highly polished surface. This value is not constrained to 0.0-1.0, in fact it is likely to be more (10.0 gives a modest sheen to an object).

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setTexture size_t    unit,
bool    enabled,
const String   texname
[pure virtual]
 

Sets the status of a single texture stage.

Sets the details of a texture stage, to be used for all primitives rendered afterwards. User processes would not normally call this direct unless rendering primitives themselves - the SubEntity class is designed to manage materials for objects. Note that this method is called by _setMaterial.

Parameters:
unit  The index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::numTextureUnits)
enabled  Boolean to turn the unit on/off
texname  The name of the texture to use - this should have already been loaded with TextureManager::load.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _disableTextureUnit(), and _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureAddressingMode size_t    unit,
TextureUnitState::TextureAddressingMode    tam
[pure virtual]
 

Sets the texture addressing mode for a texture unit.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureBlendMode size_t    unit,
const LayerBlendModeEx   bm
[pure virtual]
 

Sets the texture blend modes from a TextureUnitState record.

Meant for use internally only - apps should use the Material and TextureUnitState classes.

Parameters:
unit  Texture unit as above
bm  Details of the blending mode

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureCoordCalculation size_t    unit,
TexCoordCalcMethod    m
[pure virtual]
 

Sets a method for automatically calculating texture coordinates for a stage.

Should not be used by apps - for use by Ogre only.

Parameters:
unit  Texture unit as above
m  Calculation method to use

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureCoordSet size_t    unit,
size_t    index
[pure virtual]
 

Sets the texture coordinate set to use for a texture unit.

Meant for use internally - not generally used directly by apps - the Material and TextureUnitState classes let you manage textures far more easily.

Parameters:
unit  Texture unit as above
index  The index of the texture coordinate set to use.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureLayerAnisotropy size_t    unit,
unsigned int    maxAnisotropy
[pure virtual]
 

Sets the maximal anisotropy for the specified texture unit.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureMatrix size_t    unit,
const Matrix4   xform
[pure virtual]
 

Sets the texture coordinate transformation matrix for a texture unit.

Parameters:
unit  Texture unit to affect
xform  The 4x4 matrix

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setTextureUnitSettings().

virtual void Ogre::RenderSystem::_setTextureUnitFiltering size_t    unit,
FilterType    ftype,
FilterOptions    filter
[pure virtual]
 

Sets a single filter for a given texture unit.

Parameters:
unit  The texture unit to set the filtering options for
ftype  The filter type
filter  The filter to be used

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

void Ogre::RenderSystem::_setTextureUnitFiltering size_t    unit,
FilterOptions    minFilter,
FilterOptions    magFilter,
FilterOptions    mipFilter
[virtual]
 

Sets the filtering options for a given texture unit.

Parameters:
unit  The texture unit to set the filtering options for
minFilter  The filter used when a texture is reduced in size
magFilter  The filter used when a texture is magnified
mipFilter  The filter used between mipmap levels, FO_NONE disables mipmapping

Definition at line 261 of file OgreRenderSystem.cpp.

References Ogre::FilterOptions, Ogre::FT_MAG, Ogre::FT_MIN, and Ogre::FT_MIP.

Referenced by _setTextureUnitSettings().

void Ogre::RenderSystem::_setTextureUnitSettings size_t    texUnit,
TextureUnitState   tl
[virtual]
 

Utility function for setting all the properties of a texture unit at once.

This method is also worth using over the individual texture unit settings because it only sets those settings which are different from the current settings for this unit, thus minimising render state changes.

Definition at line 169 of file OgreRenderSystem.cpp.

References _setAlphaRejectSettings(), _setTexture(), _setTextureAddressingMode(), _setTextureBlendMode(), _setTextureCoordCalculation(), _setTextureCoordSet(), _setTextureLayerAnisotropy(), _setTextureMatrix(), _setTextureUnitFiltering(), Ogre::FT_MAG, Ogre::FT_MIN, Ogre::FT_MIP, Ogre::TextureUnitState::getAlphaBlendMode(), Ogre::TextureUnitState::getAlphaRejectFunction(), Ogre::TextureUnitState::getAlphaRejectValue(), Ogre::TextureUnitState::getColourBlendMode(), Ogre::TextureUnitState::getTextureAddressingMode(), Ogre::TextureUnitState::getTextureAnisotropy(), Ogre::TextureUnitState::getTextureCoordSet(), Ogre::TextureUnitState::getTextureFiltering(), Ogre::TextureUnitState::getTextureName(), Ogre::TextureUnitState::getTextureTransform(), Ogre::TextureUnitState::mEffects, Ogre::TEXCALC_ENVIRONMENT_MAP, Ogre::TEXCALC_ENVIRONMENT_MAP_NORMAL, Ogre::TEXCALC_ENVIRONMENT_MAP_PLANAR, Ogre::TEXCALC_ENVIRONMENT_MAP_REFLECTION, and Ogre::TEXCALC_NONE.

Referenced by Ogre::SceneManager::renderSingleObject(), and Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::_setViewMatrix const Matrix4   m [pure virtual]
 

Sets the view transform matrix.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::manualRender(), Ogre::BspSceneManager::renderStaticGeometry(), and Ogre::SceneManager::useRenderableViewProjMode().

virtual void Ogre::RenderSystem::_setViewport Viewport   vp [pure virtual]
 

Sets the provided viewport as the active one for future rendering operations.

This viewport is aware of it's own camera and render target. Must be implemented by subclass.

Parameters:
target  Pointer to the appropriate viewport.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::manualRender(), and Ogre::SceneManager::setViewport().

void Ogre::RenderSystem::_setWorldMatrices const Matrix4   m,
unsigned short    count
[virtual]
 

Sets multiple world matrices (vertex blending).

Definition at line 458 of file OgreRenderSystem.cpp.

References _setWorldMatrix(), Ogre::RenderSystemCapabilities::hasCapability(), mCapabilities, mWorldMatrices, and Ogre::RSC_VERTEXBLENDING.

Referenced by Ogre::SceneManager::renderSingleObject().

virtual void Ogre::RenderSystem::_setWorldMatrix const Matrix4   m [pure virtual]
 

Sets the world transform matrix.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by _setWorldMatrices(), Ogre::SceneManager::manualRender(), Ogre::SceneManager::renderSingleObject(), and Ogre::BspSceneManager::renderStaticGeometry().

void Ogre::RenderSystem::_updateAllRenderTargets void    [virtual]
 

Internal method for updating all render targets attached to this rendering system.

Definition at line 83 of file OgreRenderSystem.cpp.

References mPrioritisedRenderTargets.

Referenced by Ogre::Root::startRendering().

virtual void Ogre::RenderSystem::_useLights const LightList   lights,
unsigned short    limit
[pure virtual]
 

Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits).

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::renderSingleObject().

void Ogre::RenderSystem::attachRenderTarget RenderTarget   target [virtual]
 

Don't do this anymore, just allow via Root RenderSystem* regPtr = Root::getSingleton().getRenderSystem(); if (!regPtr || regPtr != this) Register self - library user has come to me direct Root::getSingleton().setRenderSystem(this);.

Definition at line 114 of file OgreRenderSystem.cpp.

References Ogre::RenderTarget::getName(), Ogre::RenderTarget::getPriority(), mPrioritisedRenderTargets, mRenderTargets, and OGRE_NUM_RENDERTARGET_GROUPS.

Referenced by Ogre::GLRenderSystem::createRenderTexture(), Ogre::D3D9RenderSystem::createRenderTexture(), Ogre::D3DRenderSystem::createRenderTexture(), Ogre::GLRenderSystem::createRenderWindow(), Ogre::D3D9RenderSystem::createRenderWindow(), and Ogre::D3DRenderSystem::createRenderWindow().

virtual void Ogre::RenderSystem::bindGpuProgram GpuProgram   prg [pure virtual]
 

Binds a given GpuProgram (but not the parameters).

Remarks:
Only one GpuProgram of each type can be bound at once, binding another one will simply replace the exsiting one.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::bindGpuProgramParameters GpuProgramType    gptype,
GpuProgramParametersSharedPtr    params
[pure virtual]
 

Bind Gpu program parameters.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::renderSingleObject().

virtual void Ogre::RenderSystem::convertColourValue const ColourValue   colour,
unsigned long *    pDest
[pure virtual]
 

Generates a packed data version of the passed in ColourValue suitable for use as with this RenderSystem.

Remarks:
Since different render systems have different colour data formats (eg RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
Parameters:
colour  The colour to convert
pDest  Pointer to location to put the result.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::Root::convertColourValue().

virtual RenderTexture* Ogre::RenderSystem::createRenderTexture const String   name,
unsigned int    width,
unsigned int    height
[pure virtual]
 

Creates and registers a render texture object.

Parameters:
name  The name for the new render texture. Note that names must be unique.
width  The requested width for the render texture. See Remarks for more info.
height  The requested width for the render texture. See Remarks for more info.
Returns:
On succes, a pointer to a new platform-dependernt, RenderTexture-derived class is returned. On failiure, NULL is returned.
Remarks:
Because a render texture is basically a wrapper around a texture object, the width and height parameters of this method just hint the preferred size for the texture. Depending on the hardware driver or the underlying API, these values might change when the texture is created.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

virtual RenderWindow* Ogre::RenderSystem::createRenderWindow const String   name,
unsigned int    width,
unsigned int    height,
unsigned int    colourDepth,
bool    fullScreen,
int    left = 0,
int    top = 0,
bool    depthBuffer = true,
RenderWindow   parentWindowHandle = 0
[pure virtual]
 

Creates a new rendering window.

Remarks:
This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.

After creation, this window can be retrieved using getRenderTarget().

Parameters:
name  The name of the window. Used in other methods later like setRenderTarget and getRenderWindow.
width  The width of the new window.
height  The height of the new window.
colourDepth  The colour depth in bits per pixel. Only applicable if fullScreen = true
fullScreen  Specify true to make the window full screen without borders, title bar or menu bar.
left  The x position of the new window. Only applicable if fullScreen is false. Units are relative to the parent window if applicable, otherwise they are in screen coordinates.
top  The y position of the new window.
depthBuffer  If true, a depth buffer will be assigned to this window.
parentWindowHandle  Should be null if this window is to be stand-alone. Otherwise, specify a pointer to a RenderWindow which represents the parent window.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::Root::createRenderWindow().

RenderTarget * Ogre::RenderSystem::detachRenderTarget const String   name [virtual]
 

Detaches the render target with the passed name from the render system and returns a pointer to it.

Note:
If the render target cannot be found, NULL is returned.

Definition at line 138 of file OgreRenderSystem.cpp.

References mPrioritisedRenderTargets, and mRenderTargets.

Referenced by Ogre::Root::detachRenderTarget().

const RenderSystemCapabilities* Ogre::RenderSystem::getCapabilities void    const
 

Gets the capabilities of the render system.

Definition at line 720 of file OgreRenderSystem.h.

virtual ConfigOptionMap& Ogre::RenderSystem::getConfigOptions void    [pure virtual]
 

Returns the details of this API's configuration options.

Remarks:
Each render system must be able to inform the world of what options must/can be specified for it's operation.

These are passed as strings for portability, but grouped into a structure (_ConfigOption) which includes both options and current value.

Note that the settings returned from this call are affected by the options that have been set so far, since some options are interdependent.

This routine is called automatically by the default configuration dialogue produced by Root::showConfigDialog or may be used by the caller for custom settings dialogs

Returns:
A 'map' of options, i.e. a list of options which is also indexed by option name.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SDLConfig::display(), Ogre::Win32ConfigDialog::DlgProc(), Ogre::Root::saveConfig(), and Ogre::SDLConfig::update_option_list().

virtual String Ogre::RenderSystem::getErrorDescription long    errorNumber [pure virtual]
 

Returns a description of an error code.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::Root::getErrorDescription().

virtual const String& Ogre::RenderSystem::getName void    const [pure virtual]
 

Returns the name of the rendering system.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::Root::saveConfig().

RenderTarget * Ogre::RenderSystem::getRenderTarget const String   name [virtual]
 

Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found.

Definition at line 124 of file OgreRenderSystem.cpp.

References mRenderTargets.

Referenced by Ogre::Root::getRenderTarget().

bool Ogre::RenderSystem::getWaitForVerticalBlank void    const
 

Returns true if the system is synchronising frames with the monitor vertical blank.

Definition at line 274 of file OgreRenderSystem.cpp.

References mVSync.

RenderWindow * Ogre::RenderSystem::initialise bool    autoCreateWindow [virtual]
 

Start up the renderer using the settings selected (Or the defaults if none have been selected).

Remarks:
Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.
Parameters:
autoCreateWindow  If true, creates a render window automatically, based on settings chosen so far. This saves an extra call to RenderSystem::createRenderWindow for the main render window.

If an application has more specific window requirements, however (e.g. a level design app), it should specify false for this parameter and do it manually.

Returns:
A pointer to the automatically created window, if requested, otherwise null.

Reimplemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Definition at line 96 of file OgreRenderSystem.cpp.

Referenced by Ogre::Root::initialise().

virtual void Ogre::RenderSystem::reinitialise void    [pure virtual]
 

Restart the renderer (normally following a change in settings).

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

virtual void Ogre::RenderSystem::setAmbientLight float    r,
float    g,
float    b
[pure virtual]
 

Sets the colour & strength of the ambient (global directionless) light in the world.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setAmbientLight().

virtual void Ogre::RenderSystem::setConfigOption const String   name,
const String   value
[pure virtual]
 

Sets an option for this API.

Remarks:
Used to confirm the settings (normally chosen by the user) in order to make the renderer able to initialise with the settings as required. This may be video mode, D3D driver, full screen / windowed etc. Called automatically by the default configuration dialog, and by the restoration of saved settings. These settings are stored and only activated when RenderSystem::initialise or RenderSystem::reinitialise are called.

If using a custom configuration dialog, it is advised that the caller calls RenderSystem::getConfigOptions again, since some options can alter resulting from a selection.

Parameters:
name  The name of the option to alter.
value  The value to set the option to.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SDLConfig::display(), Ogre::Win32ConfigDialog::DlgProc(), Ogre::SDLConfig::on_value_changed(), and Ogre::Root::restoreConfig().

void Ogre::RenderSystem::setInvertVertexWinding bool    invert [virtual]
 

Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections.

Definition at line 519 of file OgreRenderSystem.cpp.

References mInvertVertexWinding.

Referenced by Ogre::SceneManager::_renderScene().

virtual void Ogre::RenderSystem::setLightingEnabled bool    enabled [pure virtual]
 

Sets whether or not dynamic lighting is enabled.

Parameters:
enabled  If true, dynamic lighting is performed on geometry with normals supplied, geometry without normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::setNormaliseNormals bool    normalise [pure virtual]
 

Sets whether or not normals are to be automatically normalised.

Remarks:
This is useful when, for example, you are scaling SceneNodes such that normals may not be unit-length anymore. Note though that this has an overhead so should not be turn on unless you really need it.

You should not normally call this direct unless you are rendering world geometry; set it on the Renderable because otherwise it will be overridden by material settings.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::renderSingleObject().

virtual void Ogre::RenderSystem::setShadingType ShadeOptions    so [pure virtual]
 

Sets the type of light shading required (default = Gouraud).

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual void Ogre::RenderSystem::setStencilBufferDepthFailOperation StencilOperation    op [pure virtual]
 

Sets the action to perform if the stencil test passes, but the depth buffer test fails.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

virtual void Ogre::RenderSystem::setStencilBufferFailOperation StencilOperation    op [pure virtual]
 

Sets the action to perform if the stencil test fails.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

virtual void Ogre::RenderSystem::setStencilBufferFunction CompareFunction    func [pure virtual]
 

Sets the stencil test function.

Remarks:
The stencil test is:
            (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

virtual void Ogre::RenderSystem::setStencilBufferMask ulong    mask [pure virtual]
 

Sets the stencil buffer mask value.

Remarks:
This is applied thus:
            (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

void Ogre::RenderSystem::setStencilBufferParams CompareFunction    func = CMPF_ALWAYS_PASS,
ulong    refValue = 0,
ulong    mask = 0xFFFFFFFF,
StencilOperation    stencilFailOp = SOP_KEEP,
StencilOperation    depthFailOp = SOP_KEEP,
StencilOperation    passOp = SOP_KEEP
[virtual]
 

This method allows you to set all the stencil buffer parameters in one call.

Remarks:
The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:
            (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)
The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too.

Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see RenderQueue) and register a RenderQueueListener to get notifications between batches.

There are individual state change methods for each of the parameters set using this method. Note that the default values in this method represent the defaults at system start up too.

Parameters:
func  The comparison function applied.
refValue  The reference value used in the comparison
mask  The bitmask applied to both the stencil value and the reference value before comparison
stencilFailOp  The action to perform when the stencil check fails
depthFailOp  The action to perform when the stencil check passes, but the depth buffer check still fails
passOp  The action to take when both the stencil and depth check pass.

Reimplemented in Ogre::GLRenderSystem.

Definition at line 473 of file OgreRenderSystem.cpp.

References Ogre::CompareFunction, setStencilBufferDepthFailOperation(), setStencilBufferFailOperation(), setStencilBufferFunction(), setStencilBufferMask(), setStencilBufferPassOperation(), setStencilBufferReferenceValue(), Ogre::StencilOperation, and Ogre::ulong.

virtual void Ogre::RenderSystem::setStencilBufferPassOperation StencilOperation    op [pure virtual]
 

Sets the action to perform if both the stencil test and the depth buffer test passes.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

virtual void Ogre::RenderSystem::setStencilBufferReferenceValue ulong    refValue [pure virtual]
 

Sets the stencil buffer reference value.

Remarks:
This value is used in the stencil test:
            (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)
It can also be used as the destination value for the stencil buffer if the operation which is performed is SOP_REPLACE.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by setStencilBufferParams().

virtual void Ogre::RenderSystem::setStencilCheckEnabled bool    enabled [pure virtual]
 

Turns stencil buffer checking on or off.

Remarks:
Stencilling (masking off areas of the rendering target based on the stencil buffer) canbe turned on or off using this method. By default, stencilling is disabled.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

virtual void Ogre::RenderSystem::setVertexBufferBinding VertexBufferBinding   binding [pure virtual]
 

Sets the current vertex buffer binding state.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

virtual void Ogre::RenderSystem::setVertexDeclaration VertexDeclaration   decl [pure virtual]
 

Sets the current vertex declaration, ie the source of vertex data.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

void Ogre::RenderSystem::setWaitForVerticalBlank bool    enabled
 

Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.

Remarks:
By default, all rendering windows wait for a vertical blank (when the CRT beam turns off briefly to move from the bottom right of the screen back to the top left) before flipping the screen buffers. This ensures that the image you see on the screen is steady. However it restricts the frame rate to the refresh rate of the monitor, and can slow the frame rate down. You can speed this up by not waiting for the blank, but this has the downside of introducing 'tearing' artefacts where part of the previous frame is still displayed as the buffers are switched. Speed vs quality, you choose.
Note:
Has NO effect on windowed mode render targets. Only affects fullscreen mode.
Parameters:
enabled  If true, the system waits for vertical blanks - quality over speed. If false it doesn't - speed over quality.

Definition at line 279 of file OgreRenderSystem.cpp.

References mVSync.

Referenced by Ogre::Win32GLSupport::createWindow(), and Ogre::D3DRenderSystem::initialise().

void Ogre::RenderSystem::shutdown void    [virtual]
 

Shutdown the renderer and cleanup resources.

Reimplemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Definition at line 284 of file OgreRenderSystem.cpp.

References mPrioritisedRenderTargets, and mRenderTargets.

Referenced by Ogre::Root::setRenderSystem(), Ogre::Root::shutdown(), and ~RenderSystem().

void Ogre::RenderSystem::softwareVertexBlend VertexData   vertexData,
Matrix4   pMatrices
[virtual]
 

Performs a software vertex blend on the passed in operation.

Remarks:
This function is supplied to update vertex data with blends done in software, either because no hardware support is available, or that you need the results of the blend for some other CPU operations.

Definition at line 321 of file OgreRenderSystem.cpp.

References Ogre::Matrix4::extract3x3Matrix(), Ogre::VertexDeclaration::findElementBySemantic(), Ogre::SharedPtr< HardwareVertexBuffer >::get(), Ogre::VertexBufferBinding::getBuffer(), Ogre::VertexElement::getOffset(), Ogre::VertexElement::getSource(), Ogre::Vector3::normalise(), Ogre::Real, Ogre::VertexData::softwareBlendInfo, Ogre::VertexData::vertexBufferBinding, Ogre::VertexData::vertexCount, Ogre::VertexData::vertexDeclaration, Ogre::VES_NORMAL, Ogre::VES_POSITION, Ogre::Vector3::x, Ogre::Vector3::y, and Ogre::Vector3::z.

Referenced by _render().

virtual void Ogre::RenderSystem::unbindGpuProgram GpuProgramType    gptype [pure virtual]
 

Unbinds GpuPrograms of a given GpuProgramType.

Remarks:
This returns the pipeline to fixed-function processing for this type.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::SceneManager::setPass().

virtual String Ogre::RenderSystem::validateConfigOptions void    [pure virtual]
 

Validates the options set for the rendering system, returning a message if there are problems.

Note:
If the returned string is empty, there are no problems.

Implemented in Ogre::D3DRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

Referenced by Ogre::Win32ConfigDialog::DlgProc().


Member Data Documentation

RenderTarget* Ogre::RenderSystem::mActiveRenderTarget [protected]
 

The Active render target.

Definition at line 752 of file OgreRenderSystem.h.

Referenced by Ogre::GLRenderSystem::_setCullingMode(), Ogre::D3D9RenderSystem::_setCullingMode(), Ogre::D3DRenderSystem::_setCullingMode(), Ogre::GLRenderSystem::_setProjectionMatrix(), Ogre::D3D9RenderSystem::_setProjectionMatrix(), Ogre::D3DRenderSystem::_setProjectionMatrix(), Ogre::GLRenderSystem::_setViewport(), Ogre::D3D9RenderSystem::_setViewport(), Ogre::D3DRenderSystem::_setViewport(), Ogre::GLRenderSystem::GLRenderSystem(), and RenderSystem().

Viewport* Ogre::RenderSystem::mActiveViewport [protected]
 

Definition at line 764 of file OgreRenderSystem.h.

Referenced by Ogre::GLRenderSystem::_beginFrame(), Ogre::D3D9RenderSystem::_beginFrame(), Ogre::D3DRenderSystem::_beginFrame(), _getViewport(), Ogre::GLRenderSystem::_setViewport(), Ogre::D3D9RenderSystem::_setViewport(), Ogre::D3DRenderSystem::_setViewport(), and RenderSystem().

RenderSystemCapabilities* Ogre::RenderSystem::mCapabilities [protected]
 

Used to store the capabilities of the graphics card.

Definition at line 761 of file OgreRenderSystem.h.

Referenced by _disableTextureUnitsFrom(), Ogre::GLRenderSystem::_render(), Ogre::GLRenderSystem::_setTextureBlendMode(), Ogre::GLRenderSystem::_setTextureLayerAnisotropy(), _setWorldMatrices(), Ogre::D3D9RenderSystem::convertPixelShaderCaps(), Ogre::D3D9RenderSystem::convertVertexShaderCaps(), Ogre::D3DRenderSystem::createRenderWindow(), Ogre::D3D9RenderSystem::initCapabilities(), Ogre::GLRenderSystem::initGL(), RenderSystem(), Ogre::D3D9RenderSystem::~D3D9RenderSystem(), Ogre::D3DRenderSystem::~D3DRenderSystem(), and Ogre::GLRenderSystem::~GLRenderSystem().

CullingMode Ogre::RenderSystem::mCullingMode [protected]
 

Definition at line 766 of file OgreRenderSystem.h.

Referenced by _getCullingMode(), Ogre::D3DRenderSystem::_setCullingMode(), Ogre::D3D9RenderSystem::_setViewport(), Ogre::D3DRenderSystem::_setViewport(), Ogre::GLRenderSystem::initialise(), and RenderSystem().

size_t Ogre::RenderSystem::mFaceCount [protected]
 

Definition at line 770 of file OgreRenderSystem.h.

Referenced by _beginGeometryCount(), and _render().

bool Ogre::RenderSystem::mInvertVertexWinding [protected]
 

Definition at line 776 of file OgreRenderSystem.h.

Referenced by Ogre::GLRenderSystem::_setCullingMode(), Ogre::D3D9RenderSystem::_setCullingMode(), Ogre::D3DRenderSystem::_setCullingMode(), RenderSystem(), and setInvertVertexWinding().

RenderTargetPriorityMap Ogre::RenderSystem::mPrioritisedRenderTargets [protected]
 

The render targets, ordered by priority.

Definition at line 750 of file OgreRenderSystem.h.

Referenced by _updateAllRenderTargets(), attachRenderTarget(), detachRenderTarget(), and shutdown().

RenderTargetMap Ogre::RenderSystem::mRenderTargets [protected]
 

The render targets.

Definition at line 748 of file OgreRenderSystem.h.

Referenced by _initRenderTargets(), attachRenderTarget(), Ogre::GLRenderSystem::createRenderWindow(), Ogre::D3D9RenderSystem::createRenderWindow(), Ogre::D3DRenderSystem::createRenderWindow(), Ogre::GLRenderSystem::destroyRenderWindow(), Ogre::D3D9RenderSystem::destroyRenderWindow(), detachRenderTarget(), getRenderTarget(), Ogre::D3D9RenderSystem::ResizeRepositionWindow(), shutdown(), and Ogre::GLRenderSystem::~GLRenderSystem().

TextureManager* Ogre::RenderSystem::mTextureManager [protected]
 

Definition at line 758 of file OgreRenderSystem.h.

Referenced by Ogre::GLRenderSystem::createRenderWindow(), Ogre::D3D9RenderSystem::createRenderWindow(), Ogre::D3DRenderSystem::createRenderWindow(), Ogre::D3D9RenderSystem::D3D9RenderSystem(), RenderSystem(), Ogre::D3D9RenderSystem::~D3D9RenderSystem(), Ogre::D3DRenderSystem::~D3DRenderSystem(), and Ogre::GLRenderSystem::~GLRenderSystem().

size_t Ogre::RenderSystem::mVertexCount [protected]
 

Definition at line 771 of file OgreRenderSystem.h.

Referenced by _beginGeometryCount(), and _render().

bool Ogre::RenderSystem::mVSync [protected]
 

Reimplemented in Ogre::D3D9RenderSystem.

Definition at line 768 of file OgreRenderSystem.h.

Referenced by Ogre::GLRenderSystem::createRenderWindow(), getWaitForVerticalBlank(), RenderSystem(), and setWaitForVerticalBlank().

Matrix4 Ogre::RenderSystem::mWorldMatrices[256] [protected]
 

Saved set of world matrices.

Definition at line 774 of file OgreRenderSystem.h.

Referenced by _render(), and _setWorldMatrices().


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

Copyright © 2002-2003 by The OGRE Team
Last modified Wed Jan 21 00:19:31 2004