#include <SceneRenderer.h>
Inheritance diagram for peon::SceneRenderer:
Public Member Functions | |
SceneRenderer () | |
Constructor. | |
~SceneRenderer () | |
Destructor. | |
bool | loadDevice (IniConfigReader *pConfig) |
This method loads our configuration settings in order to prepare our rendering context. | |
void | unloadDevice () |
This method deallocated and cleans up our surfaces. | |
bool | clearDevice () |
This method clears the back buffer and prepares it for us to send rendering commands to. | |
void | flipDevice () |
This method is responsible for swapping our back buffer with the front one...thereby rendering a new screen. | |
void | drawPrim (DiffusePrim *pVertices, int count) |
This method takes in an array of vertices and renders them to our context. | |
void | drawPrim (DiffuseTexPrim *pVertices, int count) |
This method takes in an array of vertices and renders them to our context. | |
void | drawPrim (NormalDiffuseTexPrim *pVertices, int count) |
This method takes in an array of vertices and renders them to our context. | |
void | drawQuads (NormalDiffuseTexPrim *pVertices, int count) |
This method takes in an array of vertices and renders them to our context. | |
void | setLight (int light_slot, const SceneLight &oLight) |
This method simply sets a set of lighting states within our scene depending upon the parameters. | |
SceneTexture * | loadTexture (const String &strFilename, bool bAlpha=true, bool bMipMaps=true, bool bRepeat=false) |
This method is responsible for loading an image into the texture memory of your device. | |
SceneFont * | loadFont (int char_width=16, int char_height=16, int char_spacing=10) |
This method is responsible for loading a font object into a SceneFont handle. | |
SceneCamera * | getActiveCamera () |
This method just returns our active camera. | |
int | getWidth () |
Gets the width of our device. | |
int | getHeight () |
Gets the height of our device. | |
bool | isExtensionSupported (const String &strExtension) |
Check to see if an extension is supported. | |
void | getScreenCapture () |
This method is responsible for taking screen captures. | |
void | getProjectionMatrix (Matrix44 &pMat) |
This method simply fills a Matrix44 object with the current projection matrix. | |
void | getModelViewMatrix (Matrix44 &pMat) |
This method simply fills a Matrix44 object with the current modelview matrix. | |
Protected Attributes | |
SDL_Surface * | m_pOGLSurface |
OpenGL rendering surface. | |
int | m_iDeviceWidth |
surface width | |
int | m_iDeviceHeight |
surface height | |
int | m_iBitsPerPixel |
surface bits-per-pixel | |
bool | m_bWindowed |
windowed or fullscreen? | |
SceneCamera * | m_pActiveCamera |
our current SceneCamera object | |
SceneLight | m_oLights [MAX_LIGHTS] |
an array of SceneLight objects. |
Rather than spread a whole bunch of API specific code in our actual game, it'd be nice to just command this object to do the work for us.
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This method clears the back buffer and prepares it for us to send rendering commands to.
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This method takes in an array of vertices and renders them to our context.
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This method takes in an array of vertices and renders them to our context.
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This method takes in an array of vertices and renders them to our context.
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This method takes in an array of vertices and renders them to our context.
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This method just returns our active camera.
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Gets the height of our device.
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This method simply fills a Matrix44 object with the current modelview matrix.
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This method simply fills a Matrix44 object with the current projection matrix.
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Gets the width of our device.
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Check to see if an extension is supported.
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This method loads our configuration settings in order to prepare our rendering context.
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This method is responsible for loading a font object into a SceneFont handle.
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This method is responsible for loading an image into the texture memory of your device.
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This method simply sets a set of lighting states within our scene depending upon the parameters.
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