forked from Mirrorlandia_minetest/irrlicht
ILightManager now uses empty instead of pure virtual functions
Making it a bit more comfortable for users to implement the class. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6418 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -22,7 +22,10 @@ namespace scene
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before or after each scene node is rendered. It is assumed that the
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before or after each scene node is rendered. It is assumed that the
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ILightManager implementation will store any data that it wishes to
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ILightManager implementation will store any data that it wishes to
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retain, i.e. the ISceneManager to which it is assigned, the lightList,
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retain, i.e. the ISceneManager to which it is assigned, the lightList,
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the current render pass, and the current scene node. */
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the current render pass, and the current scene node.
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It can also be useful for shaders as it allows finding out the currently rendered SceneNode.
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*/
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class ILightManager : public IReferenceCounted
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class ILightManager : public IReferenceCounted
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{
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{
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public:
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public:
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@ -35,27 +38,27 @@ namespace scene
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the light manager may modify. This reference will remain valid
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the light manager may modify. This reference will remain valid
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until OnPostRender().
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until OnPostRender().
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*/
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*/
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virtual void OnPreRender(core::array<ISceneNode*> & lightList) = 0;
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virtual void OnPreRender(core::array<ISceneNode*> & lightList) {};
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//! Called after the last scene node is rendered.
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//! Called after the last scene node is rendered.
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/** After this call returns, the lightList passed to OnPreRender() becomes invalid. */
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/** After this call returns, the lightList passed to OnPreRender() becomes invalid. */
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virtual void OnPostRender(void) = 0;
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virtual void OnPostRender(void) {};
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//! Called before a render pass begins
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//! Called before a render pass begins
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/** \param renderPass: the render pass that's about to begin */
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/** \param renderPass: the render pass that's about to begin */
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virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
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virtual void OnRenderPassPreRender(E_SCENE_NODE_RENDER_PASS renderPass) {};
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//! Called after the render pass specified in OnRenderPassPreRender() ends
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//! Called after the render pass specified in OnRenderPassPreRender() ends
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/** \param[in] renderPass: the render pass that has finished */
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/** \param[in] renderPass: the render pass that has finished */
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virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) = 0;
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virtual void OnRenderPassPostRender(E_SCENE_NODE_RENDER_PASS renderPass) {};
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//! Called before the given scene node is rendered
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//! Called before the given scene node is rendered
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/** \param[in] node: the scene node that's about to be rendered */
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/** \param[in] node: the scene node that's about to be rendered */
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virtual void OnNodePreRender(ISceneNode* node) = 0;
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virtual void OnNodePreRender(ISceneNode* node) {};
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//! Called after the the node specified in OnNodePreRender() has been rendered
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//! Called after the the node specified in OnNodePreRender() has been rendered
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/** \param[in] node: the scene node that has just been rendered */
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/** \param[in] node: the scene node that has just been rendered */
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virtual void OnNodePostRender(ISceneNode* node) = 0;
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virtual void OnNodePostRender(ISceneNode* node) {};
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};
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};
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} // end namespace scene
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} // end namespace scene
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} // end namespace irr
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} // end namespace irr
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