Scene Class Reference

#include <Scene.h>

Inheritance diagram for Scene:

SoftShadowScene

List of all members.

Public Member Functions

 Scene (void)
 ~Scene (void)
virtual void initScene (GameManager &_manager)
NodegetRoot ()
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)
RenderPassgetActiveRenderPass ()
float getDeltaTime ()
virtual NodecreateNode (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< NodegetSmartPointer (Node *node)
void setLight (Vector direction)
void setLightViewMatrix (D3DXMATRIX _lightViewMatrix)
void setLightReferenceViewMatrix (D3DXMATRIX _lightRefViewMatrix)
std::list< SPTR
< Node > > * 
getSoftShadowLightList ()
LowMemLightgetCurrentLight ()
void deleteRendererInList (Renderer *renderer)
void renderFinalImage (ID3DXEffect *finalEffect)
int getActivePassId ()
void setActiveRenderPass (RenderPass &_activePass)
void clearRenderTargetAndZBuffer ()

Public Attributes

IDirect3DDevice9 * device
GameManagermanager
RenderPassactiveRenderPass
std::vector< SPTR
< Renderer > > 
rendererList
bool drawBBoxes
int filterMode
int viewPointMode
int shadowingMode
bool showDebugInformation
bool useTextures

Friends

class Node
class RenderPass


Detailed Description

Scene class

Constructor & Destructor Documentation

Scene::Scene ( void   ) 

Constructor for the Scene object

Scene::~Scene ( void   ) 

Destructor for the Scene object


Member Function Documentation

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.

void Scene::connectNodeAndRenderer ( Node node,
SPTR< Renderer > &  renderer 
)

Connect Node and Renderer

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::deleteNode ( Node node  ) 

Delete specified Node

SPTR< Node > Scene::getSmartPointer ( Node node  ) 

Returns Smart Pointer Of given Node

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::deleteRendererInList ( Renderer renderer  ) 

Delete Specified Renderer in list

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


Member Data Documentation

IDirect3DDevice9* Scene::device

The dierctX device

GameManager* Scene::manager

The Game Manager

RenderPass* Scene::activeRenderPass

Returns active render pass

std::vector<SPTR<Renderer> > Scene::rendererList

Renderer list

bool Scene::drawBBoxes

Defines whether bounding boxes should be drawn

int Scene::filterMode

Filter mode: None, PCF, PCF_1D

int Scene::viewPointMode

View Point: Camero or Light Source

int Scene::shadowingMode

Shadowing mode: our algorithm, 128 maps, big pcf

bool Scene::showDebugInformation

Indicates whether debug information is shown

bool Scene::useTextures

Indicates whether textures are shown


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