28#ifndef __AutoParamDataSource_H_
29#define __AutoParamDataSource_H_
41 struct VisibleObjectsBoundsInfo;
#define OGRE_MAX_SIMULTANEOUS_LIGHTS
Define max number of lights allowed per pass.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
This utility class is used to hold the information used to generate the matrices and other informatio...
const Matrix4 * mWorldMatrixArray
virtual void setCurrentCamera(const Camera *cam, bool useCameraRelative)
Updates the current camera.
virtual Vector4 getTime_0_2Pi_packed(Real x) const
virtual const Matrix4 & getSpotlightWorldViewProjMatrix(size_t index) const
virtual Vector4 getSpotlightParams(size_t index) const
virtual const Vector3 & getLightDirection(size_t index) const
virtual Real getFarClipDistance() const
bool mInverseWorldMatrixDirty
virtual ~AutoParamDataSource()
ColourValue mAmbientLight
virtual const Matrix4 & getViewMatrix(void) const
virtual Matrix4 getTransposeViewProjMatrix() const
virtual const ColourValue & getSurfaceEmissiveColour(void) const
virtual Real getTime_0_X(Real x) const
virtual const ColourValue & getAmbientLightColour(void) const
virtual Real getTanTime_0_X(Real x) const
virtual const ColourValue & getLightSpecularColour(size_t index) const
const RenderTarget * mCurrentRenderTarget
const Light & getLight(size_t index) const
bool mWorldViewProjMatrixDirty
virtual Real getTime_0_1(Real x) const
virtual void setCurrentRenderTarget(const RenderTarget *target)
Sets the current render target.
virtual const Matrix4 & getTextureTransformMatrix(size_t index) const
virtual ColourValue getDerivedSceneColour(void) const
virtual Real getFPS() const
const LightList * mCurrentLightList
virtual void setCurrentRenderable(const Renderable *rend)
Updates the current renderable.
virtual int getPassNumber(void) const
virtual const ColourValue & getSurfaceDiffuseColour(void) const
bool mCameraPositionObjectSpaceDirty
virtual Real getInverseViewportHeight() const
virtual Real getTanTime_0_2Pi(Real x) const
virtual Matrix4 getTransposeWorldViewProjMatrix() const
virtual const Vector4 & getCameraPosition(void) const
virtual ColourValue getDerivedAmbientLightColour(void) const
virtual Matrix4 getInverseTransposeViewMatrix() const
bool mLodCameraPositionDirty
virtual Vector3 getViewDirection() const
virtual const Vector4 & getFogParams(void) const
virtual const Vector4 & getLodCameraPosition(void) const
virtual const Matrix4 & getTextureWorldViewProjMatrix(size_t index) const
virtual const Vector3 & getLightPosition(size_t index) const
virtual const Matrix4 & getTextureViewProjMatrix(size_t index) const
virtual Real getFOV() const
virtual void setWorldMatrices(const Matrix4 *m, size_t count)
Sets the world matrices, avoid query from renderable again.
virtual Real getSurfaceAlphaRejectionValue(void) const
virtual void setPassNumber(const int passNumber)
virtual void setCurrentLightList(const LightList *ll)
Sets the light list that should be used, and it's base index from the global list.
virtual Real getTanTime_0_1(Real x) const
virtual const ColourValue & getSurfaceAmbientColour(void) const
virtual Real getNearClipDistance() const
virtual Matrix4 getInverseTransposeViewProjMatrix() const
bool mSceneDepthRangeDirty
virtual const Vector4 & getSceneDepthRange() const
Matrix4 mInverseViewMatrix
Vector3 mCameraRelativePosition
const SceneManager * mCurrentSceneManager
virtual Matrix4 getInverseTransposeProjectionMatrix() const
virtual Vector4 getTime_0_1_packed(Real x) const
virtual Vector3 getViewSideVector() const
virtual Matrix4 getTransposeProjectionMatrix() const
Matrix4 mInverseWorldViewMatrix
bool mCameraPositionDirty
virtual const ColourValue getLightSpecularColourWithPower(size_t index) const
virtual Matrix4 getInverseTransposeWorldViewProjMatrix() const
virtual Real getSinTime_0_X(Real x) const
Matrix4 mInverseTransposeWorldViewMatrix
virtual float getLightCount() const
virtual const Matrix4 & getWorldViewProjMatrix(void) const
virtual const Matrix4 & getSpotlightViewProjMatrix(size_t index) const
virtual const Matrix4 & getInverseTransposeWorldViewMatrix(void) const
virtual Vector4 getLightAs4DVector(size_t index) const
virtual Matrix4 getInverseViewProjMatrix(void) const
virtual const Vector4 & getLodCameraPositionObjectSpace(void) const
virtual void updateLightCustomGpuParameter(const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
virtual void setCurrentViewport(const Viewport *viewport)
Sets the current viewport.
virtual Matrix4 getTransposeViewMatrix() const
const Viewport * mCurrentViewport
Real mDirLightExtrusionDistance
virtual Real getLightPowerScale(size_t index) const
virtual Vector4 getLightAttenuation(size_t index) const
virtual void setAmbientLightColour(const ColourValue &ambient)
virtual const RenderTarget * getCurrentRenderTarget(void) const
virtual Real getTime_0_2Pi(Real x) const
virtual const Matrix4 & getProjectionMatrix(void) const
virtual const Vector4 & getShadowSceneDepthRange(size_t index) const
virtual void setShadowDirLightExtrusionDistance(Real dist)
Sets the shadow extrusion distance to be used for point lights.
virtual Real getCosTime_0_1(Real x) const
virtual Real getCosTime_0_2Pi(Real x) const
virtual const Matrix4 * getWorldMatrixArray(void) const
virtual const Matrix4 & getWorldMatrix(void) const
const Renderable * mCurrentRenderable
virtual Matrix4 getTransposeWorldMatrix() const
virtual const Vector4 & getCameraPositionObjectSpace(void) const
bool mInverseTransposeWorldMatrixDirty
virtual Vector3 getViewUpVector() const
virtual Real getCosTime_0_X(Real x) const
bool mInverseViewMatrixDirty
const Pass * mCurrentPass
virtual float getLightCastsShadows(size_t index) const
Vector4 mCameraPositionObjectSpace
virtual float getLightNumber(size_t index) const
Get the light which is 'index'th closest to the current object.
virtual void setCurrentPass(const Pass *pass)
Sets the current pass.
virtual Real getInverseViewportWidth() const
virtual const ColourValue & getFogColour(void) const
const Camera * mCurrentCamera
virtual const ColourValue & getSurfaceSpecularColour(void) const
Matrix4 mInverseTransposeWorldMatrix
Matrix4 mInverseWorldMatrix
virtual Real getTime(void) const
virtual void setMainCamBoundsInfo(VisibleObjectsBoundsInfo *info)
Sets the main camera's scene bounding information.
virtual Real getShadowExtrusionDistance(void) const
Matrix4 mProjectionMatrix
virtual const Matrix4 & getInverseWorldMatrix(void) const
virtual Real getViewportWidth() const
virtual Vector4 getTime_0_X_packed(Real x) const
bool mInverseTransposeWorldViewMatrixDirty
Vector4 mLodCameraPosition
virtual Real getViewportHeight() const
bool mInverseWorldViewMatrixDirty
bool mViewProjMatrixDirty
const VisibleObjectsBoundsInfo * mMainCamBoundsInfo
virtual const ColourValue & getLightDiffuseColour(size_t index) const
virtual void incPassNumber(void)
virtual const ColourValue getLightDiffuseColourWithPower(size_t index) const
virtual size_t getWorldMatrixCount(void) const
virtual const Matrix4 & getInverseViewMatrix(void) const
virtual Real getSinTime_0_2Pi(Real x) const
bool mCameraRelativeRendering
virtual const Matrix4 & getViewProjectionMatrix(void) const
bool mWorldViewMatrixDirty
virtual Vector4 getTextureSize(size_t index) const
virtual Real getSinTime_0_1(Real x) const
virtual void setTextureProjector(const Frustum *frust, size_t index)
Sets the current texture projector for a index.
virtual const Renderable * getCurrentRenderable(void) const
virtual Vector4 getInverseTextureSize(size_t index) const
virtual Matrix4 getTransposeWorldViewMatrix() const
bool mLodCameraPositionObjectSpaceDirty
virtual const ColourValue & getShadowColour() const
virtual const Pass * getCurrentPass(void) const
virtual const Matrix4 & getInverseTransposeWorldMatrix(void) const
virtual void setFog(FogMode mode, const ColourValue &colour, Real expDensity, Real linearStart, Real linearEnd)
virtual Matrix4 getInverseProjectionMatrix() const
virtual Matrix4 getInverseWorldViewProjMatrix() const
Vector4 mLodCameraPositionObjectSpace
virtual Vector4 getPackedTextureSize(size_t index) const
virtual bool hasLightList() const
virtual void setCurrentSceneManager(const SceneManager *sm)
Set the current scene manager for enquiring on demand.
virtual const Matrix4 & getInverseWorldViewMatrix(void) const
virtual const Matrix4 & getWorldViewMatrix(void) const
virtual Real getSurfaceShininess(void) const
virtual Real getFrameTime(void) const
Matrix4 mWorldViewProjMatrix
A viewpoint from which the scene will be rendered.
Class representing colour.
A frustum represents a pyramid, capped at the near and far end which is used to represent either a vi...
Structure recording the use of an automatic parameter.
Collects together the program parameters used for a GpuProgram.
Representation of a dynamic light source in the scene.
Class encapsulating a standard 4x4 homogeneous matrix.
Class defining a single pass of a Technique (of a Material), i.e.
A 'canvas' which can receive the results of a rendering operation.
Abstract class defining the interface all renderable objects must implement.
Manages the organisation and rendering of a 'scene' i.e.
Standard 3-dimensional vector.
4-dimensional homogeneous vector.
An abstraction of a viewport, i.e.
float Real
Software floating point type.
Structure collecting together information about the visible objects that have been discovered in a sc...