#include <Scene.h>
Public Member Functions | |
Scene (void) | |
~Scene (void) | |
virtual void | initScene (GameManager &_manager) |
Node * | getRoot () |
void | setVisible (bool _visible) |
bool | isVisible () |
void | fadeIn (float _duration) |
void | fadeOut (float _duration) |
void | setSceneAlpha (float _alpha) |
void | setKeyPressed (UINT key, bool bKeyPressed, bool bAltDown) |
void | setMouseStatus (bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos) |
int * | getMousePos () |
virtual void | OnGUIEvent (UINT nEvent, int nControlID, CDXUTControl *pControl, void *pUserContext) |
void | setWidth (float _w) |
void | setHeight (float _h) |
void | setDepth (float _d) |
float | getWidth () |
float | getHeight () |
float | getDepth () |
virtual void | clearScene () |
Camera * | getActiveCamera () |
virtual void | renderScene (float fElapsedTime) |
RenderPass * | getActiveRenderPass () |
float | getDeltaTime () |
virtual Node * | createNode (int type, Node &father, bool addDefaultRenderer, bool isReference) |
void | connectNodeAndRenderer (Node &node, SPTR< Renderer > &renderer) |
Vector | getSunDirection () |
void | setSunDirection (Vector &v) |
Vector | getSunPosition () |
void | setSunPosition (Vector &v) |
Vector | getSunLookAtTarget () |
void | setSunLookAtTarget (Vector &v) |
bool | calculateLightViewMatrix () |
D3DXMATRIX | getWorldMatrix () |
D3DXMATRIX | getViewMatrix () |
D3DXMATRIX | getProjectionMatrix () |
D3DXMATRIX | getIdentityMatrix () |
D3DXMATRIX | getLightViewMatrix () |
D3DXMATRIX | getLightReferenceViewMatrix () |
void | renderNodes () |
void | deleteNode (Node *node) |
SPTR< Node > | getSmartPointer (Node *node) |
void | setLight (Vector direction) |
void | setLightViewMatrix (D3DXMATRIX _lightViewMatrix) |
void | setLightReferenceViewMatrix (D3DXMATRIX _lightRefViewMatrix) |
std::list< SPTR < Node > > * | getSoftShadowLightList () |
LowMemLight * | getCurrentLight () |
void | deleteRendererInList (Renderer *renderer) |
void | renderFinalImage (ID3DXEffect *finalEffect) |
int | getActivePassId () |
void | setActiveRenderPass (RenderPass &_activePass) |
void | clearRenderTargetAndZBuffer () |
Public Attributes | |
IDirect3DDevice9 * | device |
GameManager * | manager |
RenderPass * | activeRenderPass |
std::vector< SPTR < Renderer > > | rendererList |
bool | drawBBoxes |
int | filterMode |
int | viewPointMode |
int | shadowingMode |
bool | showDebugInformation |
bool | useTextures |
Friends | |
class | Node |
class | RenderPass |
Scene::Scene | ( | void | ) |
Constructor for the Scene object
Scene::~Scene | ( | void | ) |
Destructor for the Scene object
void Scene::initScene | ( | GameManager & | _manager | ) | [virtual] |
Scene initialization
Reimplemented in SoftShadowScene.
Node * Scene::getRoot | ( | ) |
Returns root node
void Scene::setVisible | ( | bool | _visible | ) |
Set scene visible/invisible
bool Scene::isVisible | ( | ) |
Returns whether scene is visible or not
void Scene::fadeIn | ( | float | _duration | ) |
Fade in scene
void Scene::fadeOut | ( | float | _duration | ) |
Fade out scene
void Scene::setSceneAlpha | ( | float | _alpha | ) |
Set scene alpha
void Scene::setKeyPressed | ( | UINT | key, | |
bool | bKeyPressed, | |||
bool | bAltDown | |||
) |
Handle key press events
void Scene::setMouseStatus | ( | bool | bLeftButtonDown, | |
bool | bRightButtonDown, | |||
bool | bMiddleButtonDown, | |||
bool | bSideButton1Down, | |||
bool | bSideButton2Down, | |||
int | nMouseWheelDelta, | |||
int | xPos, | |||
int | yPos | |||
) |
Handle mouse events
int * Scene::getMousePos | ( | ) |
Returns mouse position
void Scene::OnGUIEvent | ( | UINT | nEvent, | |
int | nControlID, | |||
CDXUTControl * | pControl, | |||
void * | pUserContext | |||
) | [virtual] |
Handle GUI events
Reimplemented in SoftShadowScene.
void Scene::setWidth | ( | float | _w | ) |
Set scene width
void Scene::setHeight | ( | float | _h | ) |
Set scene height
void Scene::setDepth | ( | float | _d | ) |
Set scene depth
float Scene::getWidth | ( | ) |
Returns Scene width
float Scene::getHeight | ( | ) |
Returns Scene height
float Scene::getDepth | ( | ) |
Returns Scene depth
void Scene::clearScene | ( | ) | [virtual] |
Clears scene data
Reimplemented in SoftShadowScene.
Camera * Scene::getActiveCamera | ( | ) |
Returns active Camera
void Scene::renderScene | ( | float | fElapsedTime | ) | [virtual] |
Render the scene
Reimplemented in SoftShadowScene.
RenderPass * Scene::getActiveRenderPass | ( | ) |
Returns active render pass
float Scene::getDeltaTime | ( | ) |
Get delta time (time since last frame)
Node * Scene::createNode | ( | int | type, | |
Node & | father, | |||
bool | addDefaultRenderer, | |||
bool | isReference | |||
) | [virtual] |
Create a node in this scene
Reimplemented in SoftShadowScene.
Vector Scene::getSunDirection | ( | ) |
Returns Sun direction
void Scene::setSunDirection | ( | Vector & | v | ) |
Set Sun direction
Vector Scene::getSunPosition | ( | ) |
Returns Sun position
void Scene::setSunPosition | ( | Vector & | v | ) |
Set Sun position
Vector Scene::getSunLookAtTarget | ( | ) |
Returns Sun lookAt target
void Scene::setSunLookAtTarget | ( | Vector & | v | ) |
Set Sun lookAt target
bool Scene::calculateLightViewMatrix | ( | ) |
Calculate light view matrix
D3DXMATRIX Scene::getWorldMatrix | ( | ) |
Returns world matrix
D3DXMATRIX Scene::getViewMatrix | ( | ) |
Returns view matrix
D3DXMATRIX Scene::getProjectionMatrix | ( | ) |
Returns projection matrix
D3DXMATRIX Scene::getIdentityMatrix | ( | ) |
Returns identity matrix
D3DXMATRIX Scene::getLightViewMatrix | ( | ) |
Returns light view matrix
D3DXMATRIX Scene::getLightReferenceViewMatrix | ( | ) |
Returns light view matrix of reference point
void Scene::renderNodes | ( | ) |
Render scene nodes
void Scene::setLight | ( | Vector | direction | ) |
Set light direction
void Scene::setLightViewMatrix | ( | D3DXMATRIX | _lightViewMatrix | ) |
Set light view matrix
void Scene::setLightReferenceViewMatrix | ( | D3DXMATRIX | _lightRefViewMatrix | ) |
Set light view matrix of reference point
std::list< SPTR< Node > > * Scene::getSoftShadowLightList | ( | ) |
Returns SoftShadowLight List (Smart Pointer)
LowMemLight * Scene::getCurrentLight | ( | ) |
Returns current light
void Scene::renderFinalImage | ( | ID3DXEffect * | finalEffect | ) |
Render the final image
int Scene::getActivePassId | ( | ) |
Returns the active pass ID
void Scene::setActiveRenderPass | ( | RenderPass & | _activePass | ) |
set active render pass
void Scene::clearRenderTargetAndZBuffer | ( | ) |
Clear Render Target
IDirect3DDevice9* Scene::device |
The dierctX device
The Game Manager
Returns active render pass
std::vector<SPTR<Renderer> > Scene::rendererList |
Renderer list
bool Scene::drawBBoxes |
Defines whether bounding boxes should be drawn
Filter mode: None, PCF, PCF_1D
View Point: Camero or Light Source
Shadowing mode: our algorithm, 128 maps, big pcf
Indicates whether debug information is shown
bool Scene::useTextures |
Indicates whether textures are shown