RenderPass Class Reference

#include <RenderPass.h>

Inheritance diagram for RenderPass:

LowMemShadowPass

List of all members.

Public Member Functions

 RenderPass (void)
 ~RenderPass (void)
void setRenderer (Renderer *_renderer)
void setSafeAndRestoreRenderTarget (bool _safeRenderTarget)
void setRenderTarget (LPDIRECT3DSURFACE9 _renderTarget)
void setDepthStencilSurface (LPDIRECT3DSURFACE9 _depthStencilSurface)
void setViewMatrix (D3DXMATRIX &_viewMat)
void setProjectionMatrix (D3DXMATRIX &_projMat)
void setScene (Scene &_scene)
void execute (int command, bool _execute=true)
virtual void executePass ()
D3DXMATRIX * getViewMatrix ()
D3DXMATRIX * getProjectionMatrix ()
D3DXMATRIX * getViewProjectionMatrix ()
D3DXMATRIX getWorldViewMatrix (D3DXMATRIX *worldMat)
D3DXMATRIX getWorldLightViewMatrix (D3DXMATRIX *worldMat)
D3DXMATRIX getWorldViewProjectionMatrix (D3DXMATRIX *worldMat)
void setRenderPassId (int _passId)
int getRenderPassId ()
void useThisRendererList (std::vector< Renderer * > *_otherList)
void calculateMatrices ()

Public Attributes

std::vector
< Renderer * > * 
usedRendererList
LPDIRECT3DSURFACE9 renderTarget


Detailed Description

RenderPass class

Constructor & Destructor Documentation

RenderPass::RenderPass ( void   ) 

Constructor for RenderPass object

RenderPass::~RenderPass ( void   ) 

Destructor for RenderPass object


Member Function Documentation

void RenderPass::setRenderer ( Renderer _renderer  ) 

Set Renderer for this RenderPass

void RenderPass::setSafeAndRestoreRenderTarget ( bool  _safeRenderTarget  ) 

Make this a safe render target

void RenderPass::setRenderTarget ( LPDIRECT3DSURFACE9  _renderTarget  ) 

Set the LPDIRECT3DSURFACE9 render target

void RenderPass::setDepthStencilSurface ( LPDIRECT3DSURFACE9  _depthStencilSurface  ) 

Set depth stencil surface

void RenderPass::setViewMatrix ( D3DXMATRIX &  _viewMat  ) 

Set view matrix

void RenderPass::setProjectionMatrix ( D3DXMATRIX &  _projMat  ) 

Set projection matrix

void RenderPass::setScene ( Scene _scene  ) 

Set scene

void RenderPass::execute ( int  command,
bool  _execute = true 
)

Execute a command (0 = clear render target, 1 = frustum culling, 2 = render nodes)

void RenderPass::executePass (  )  [virtual]

Execute render pass

Reimplemented in LowMemShadowPass.

D3DXMATRIX * RenderPass::getViewMatrix (  ) 

Returns the view matrix

D3DXMATRIX * RenderPass::getProjectionMatrix (  ) 

Returns the projection matrix

D3DXMATRIX * RenderPass::getViewProjectionMatrix (  ) 

Returns the view projection matrix

D3DXMATRIX RenderPass::getWorldViewMatrix ( D3DXMATRIX *  worldMat  ) 

Returns the world view matrix

D3DXMATRIX RenderPass::getWorldLightViewMatrix ( D3DXMATRIX *  worldMat  ) 

Returns the world light view matrix

D3DXMATRIX RenderPass::getWorldViewProjectionMatrix ( D3DXMATRIX *  worldMat  ) 

Returns the world view projection matrix

void RenderPass::setRenderPassId ( int  _passId  ) 

Set RenderPass ID

int RenderPass::getRenderPassId (  ) 

Returns the RenderPass ID

void RenderPass::useThisRendererList ( std::vector< Renderer * > *  _otherList  ) 

Set renderer list to use

void RenderPass::calculateMatrices (  ) 

Calculate matrices


Member Data Documentation

std::vector<Renderer *>* RenderPass::usedRendererList

List of Renderers

LPDIRECT3DSURFACE9 RenderPass::renderTarget

The LPDIRECT3DSURFACE9 render target


The documentation for this class was generated from the following files:
Generated on Sun Oct 7 01:15:32 2007 for Adaptive Soft Shadows by  doxygen 1.5.3