#include <RenderPass.h>
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 |
RenderPass::RenderPass | ( | void | ) |
Constructor for RenderPass object
RenderPass::~RenderPass | ( | void | ) |
Destructor for RenderPass object
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
std::vector<Renderer *>* RenderPass::usedRendererList |
List of Renderers
LPDIRECT3DSURFACE9 RenderPass::renderTarget |
The LPDIRECT3DSURFACE9 render target