| OGRE 1.11.1 Object-Oriented Graphics Rendering Engine

Public Member Functions | Static Public Attributes | List of all members
Ogre::RenderQueueInvocation Class Reference
Core » RenderSystem

Class representing the invocation of queue groups in a RenderQueue. More...

`#include <OgreRenderQueueInvocation.h>`

Inheritance diagram for Ogre::RenderQueueInvocation:
[legend]

## Public Member Functions
| RenderQueueInvocation (uint8 renderQueueGroupID, const String &invocationName=BLANKSTRING)
| Constructor. More...
virtual | ~RenderQueueInvocation ()
virtual const String & | getInvocationName (void) const
| Get the invocation name (may be blank if not set by creator) More...
virtual uint8 | getRenderQueueGroupID (void) const
| Get the render queue group id. More...
virtual QueuedRenderableCollection::OrganisationMode | getSolidsOrganisation (void) const
| Get the organisation mode being used for solids in this queue group invocation. More...
virtual bool | getSuppressRenderStateChanges (void) const
| Gets whether shadows are suppressed when invoking this queue. More...
virtual bool | getSuppressShadows (void) const
| Gets whether shadows are suppressed when invoking this queue. More...
virtual void | invoke (RenderQueueGroup *group, SceneManager *targetSceneManager)
| Invoke this class on a concrete queue group. More...
virtual void | setSolidsOrganisation (QueuedRenderableCollection::OrganisationMode org)
| Set the organisation mode being used for solids in this queue group invocation. More...
virtual void | setSuppressRenderStateChanges (bool suppress)
| Sets whether render state changes are suppressed when invoking this queue. More...
virtual void | setSuppressShadows (bool suppress)
| Sets whether shadows are suppressed when invoking this queue. More...

## Static Public Attributes
static String | RENDER_QUEUE_INVOCATION_SHADOWS
| Invocation identifier for shadows. More...

## Detailed Description

Class representing the invocation of queue groups in a RenderQueue.

Remarks
  The default behaviour for OGRE's render queue is to render each queue group in turn, dealing with shadows automatically, and rendering solids in grouped passes, followed by transparent objects in descending order. This class, together with RenderQueueInvocationSequence and the ability to associate one with a Viewport, allows you to change that behaviour and render queue groups in arbitrary sequence, repeatedly, and to skip shadows, change the ordering of solids, or even prevent OGRE controlling the render state during a particular invocation for special effects.

  Note that whilst you can change the ordering of rendering solids, you can't change the ordering on transparent objects, since to do this would cause them to render incorrectly.

  As well as using this class directly and using the options it provides you with, you can also provide subclasses of it to a RenderQueueInvocationSequence instance if you want to gain ultimate control.

Note
  Invocations will be skipped if there are scene-level options preventing them being rendered - for example special-case render queues and render queue listeners that dictate this.

## Constructor & Destructor Documentation

## ◆ RenderQueueInvocation()

Ogre::RenderQueueInvocation::RenderQueueInvocation | ( | uint8 | renderQueueGroupID,
|  | const String & | invocationName = `BLANKSTRING`
| ) |  |

Constructor.

Parameters

  renderQueueGroupID | ID of the queue this will target
  invocationName | Optional name to uniquely identify this invocation from others in a RenderQueueListener

## ◆ ~RenderQueueInvocation()

virtual Ogre::RenderQueueInvocation::~RenderQueueInvocation | ( |  | ) |
| virtual

## Member Function Documentation

## ◆ getRenderQueueGroupID()

virtual uint8 Ogre::RenderQueueInvocation::getRenderQueueGroupID | ( | void |  | ) | const
| inline virtual

Get the render queue group id.

## ◆ getInvocationName()

virtual const String& Ogre::RenderQueueInvocation::getInvocationName | ( | void |  | ) | const
| inline virtual

Get the invocation name (may be blank if not set by creator)

## ◆ setSolidsOrganisation()

virtual void Ogre::RenderQueueInvocation::setSolidsOrganisation | ( | QueuedRenderableCollection::OrganisationMode | org | ) |
| inline virtual

Set the organisation mode being used for solids in this queue group invocation.

## ◆ getSolidsOrganisation()

virtual QueuedRenderableCollection::OrganisationMode Ogre::RenderQueueInvocation::getSolidsOrganisation | ( | void |  | ) | const
| inline virtual

Get the organisation mode being used for solids in this queue group invocation.

## ◆ setSuppressShadows()

virtual void Ogre::RenderQueueInvocation::setSuppressShadows | ( | bool | suppress | ) |
| inline virtual

Sets whether shadows are suppressed when invoking this queue.

Remarks
  When doing effects you often will want to suppress shadow processing if shadows will already have been done by a previous render.

## ◆ getSuppressShadows()

virtual bool Ogre::RenderQueueInvocation::getSuppressShadows | ( | void |  | ) | const
| inline virtual

Gets whether shadows are suppressed when invoking this queue.

## ◆ setSuppressRenderStateChanges()

virtual void Ogre::RenderQueueInvocation::setSuppressRenderStateChanges | ( | bool | suppress | ) |
| inline virtual

Sets whether render state changes are suppressed when invoking this queue.

Remarks
  When doing special effects you may want to set up render state yourself and have it apply for the entire rendering of a queue. In that case, you should call this method with a parameter of 'true', and use a RenderQueueListener to set the render state directly on RenderSystem yourself before the invocation.

  Suppressing render state changes is only intended for advanced use, don't use it if you're unsure of the effect. The only RenderSystem calls made are to set the world matrix for each object (note - view an projection matrices are NOT SET - they are under your control) and to render the object; it is up to the caller to do everything else, including enabling any vertex / fragment programs and updating their parameter state, and binding parameters to the RenderSystem. We advise you use a RenderQueueListener in order to get a notification when this invocation is going to happen (use an invocation name to identify it if you like), at which point you can set the state you need to apply before the objects are rendered.

## ◆ getSuppressRenderStateChanges()

virtual bool Ogre::RenderQueueInvocation::getSuppressRenderStateChanges | ( | void |  | ) | const
| inline virtual

Gets whether shadows are suppressed when invoking this queue.

## ◆ invoke()

virtual void Ogre::RenderQueueInvocation::invoke | ( | RenderQueueGroup * | group,
|  | SceneManager * | targetSceneManager
| ) |  |
| virtual

Invoke this class on a concrete queue group.

Remarks
  Implementation will send the queue group to the target scene manager after doing what it needs to do.

## Member Data Documentation

## ◆ RENDER_QUEUE_INVOCATION_SHADOWS

String Ogre::RenderQueueInvocation::RENDER_QUEUE_INVOCATION_SHADOWS
| static

Invocation identifier for shadows.

The documentation for this class was generated from the following file:

- OgreRenderQueueInvocation.h