C# Class Axiom.Graphics.RenderQueue

Class to manage the scene object rendering queue.
Objects are grouped by material to minimize rendering state changes. The map from material to renderable object is wrapped in a class for ease of use.

This class includes the concept of 'queue groups' which allows the application adding the renderable to specifically schedule it so that it is included in a discrete group. Good for separating renderables into the main scene, backgrounds and overlays, and also could be used in the future for more complex multipass routines like stenciling.

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Protected Properties

Property Type Description
defaultGroup RenderQueueGroupID
defaultRenderablePriority ushort
renderGroups SortedList
shadowCastersCannotBeReceivers bool
splitNoShadowPasses bool
splitPassesByLightingType bool

Public Methods

Method Description
AddRenderable ( IRenderable item ) : void

Overloaded method.

AddRenderable ( IRenderable item, RenderQueueGroupID groupID ) : void

Overloaded method.

AddRenderable ( IRenderable item, ushort priority ) : void

Overloaded method.

AddRenderable ( IRenderable renderable, ushort priority, RenderQueueGroupID groupID ) : void

Adds a renderable item to the queue.

Clear ( ) : void

Clears all

Clear ( bool dispose ) : void

Clears all

GetQueueGroup ( RenderQueueGroupID queueID ) : RenderQueueGroup

Get a render queue group.

New queue groups are registered as they are requested, therefore this method will always return a valid group.

RenderQueue ( ) : System

Default constructor.

Private Methods

Method Description
GetQueueGroupByIndex ( int index ) : RenderQueueGroup

GetRenderQueueGroupID ( int index ) : RenderQueueGroupID

Method Details

AddRenderable() public method

Overloaded method.
public AddRenderable ( IRenderable item ) : void
item IRenderable
return void

AddRenderable() public method

Overloaded method.
public AddRenderable ( IRenderable item, RenderQueueGroupID groupID ) : void
item IRenderable
groupID RenderQueueGroupID
return void

AddRenderable() public method

Overloaded method.
public AddRenderable ( IRenderable item, ushort priority ) : void
item IRenderable
priority ushort
return void

AddRenderable() public method

Adds a renderable item to the queue.
public AddRenderable ( IRenderable renderable, ushort priority, RenderQueueGroupID groupID ) : void
renderable IRenderable IRenderable object to add to the queue.
priority ushort
groupID RenderQueueGroupID Group to add the item to.
return void

Clear() public method

Clears all
public Clear ( ) : void
return void

Clear() public method

Clears all
public Clear ( bool dispose ) : void
dispose bool
return void

GetQueueGroup() public method

Get a render queue group.
New queue groups are registered as they are requested, therefore this method will always return a valid group.
public GetQueueGroup ( RenderQueueGroupID queueID ) : RenderQueueGroup
queueID RenderQueueGroupID ID of the queue group to retreive.
return RenderQueueGroup

RenderQueue() public method

Default constructor.
public RenderQueue ( ) : System
return System

Property Details

defaultGroup protected_oe property

Default render group for this queue.
protected RenderQueueGroupID defaultGroup
return RenderQueueGroupID

defaultRenderablePriority protected_oe property

Default priority of items added to the render queue.
protected ushort defaultRenderablePriority
return ushort

renderGroups protected_oe property

Cached list of render groups, indexed by RenderQueueGroupID.
protected SortedList renderGroups
return SortedList

shadowCastersCannotBeReceivers protected_oe property

protected bool shadowCastersCannotBeReceivers
return bool

splitNoShadowPasses protected_oe property

protected bool splitNoShadowPasses
return bool

splitPassesByLightingType protected_oe property

Should passes be split by their lighting stage?
protected bool splitPassesByLightingType
return bool