99 virtual void First(
void);
100 virtual void Next(
void);
216 Pre_Render_Processing(rinfo);
221 Customized_Render(rinfo);
227 Customized_Render(rinfo);
233 Customized_Render(rinfo);
240 Customized_Render(rinfo);
248 Post_Render_Processing(rinfo);
#define WRITE_MICRO_CHUNK(csave, id, var)
#define READ_MICRO_CHUNK(cload, id, var)
bool Cull_Sphere(const SphereClass &sphere) const
uint32 Cur_Micro_Chunk_ID()
bool Begin_Chunk(uint32 id)
static void Clear(bool clear_color, bool clear_z_stencil, const Vector3 &color, float dest_alpha=0.0f, float z=1.0f, unsigned int stencil=0)
Clear current render device.
static void Set_Light(unsigned index, const D3DLIGHT8 *light)
static void Set_Fog(bool enable, const Vector3 &color, float start, float end)
static void Set_DX8_Render_State(D3DRENDERSTATETYPE state, unsigned value)
void First(GenericMultiListClass *list)
void Pre_Render_Update(const Matrix3D &camera_tm)
void Reset(const Vector3 &object_center, const Vector3 &scene_ambient)
void Add_Light(const LightClass &light)
WWINLINE void Release_Ref(void) const
ObjectType * Peek_Obj(void)
virtual void Post_Render(RenderObjClass *robj, RenderInfoClass &rinfo)=0
virtual bool Pre_Render(RenderObjClass *robj, RenderInfoClass &rinfo)=0
LightEnvironmentClass * light_environment
Vector3 Get_Position(void) const
bool Is_Ignoring_LOD_Cost(void)
virtual void On_Frame_Update()
virtual void Set_Visible(int onoff)
virtual const SphereClass & Get_Bounding_Sphere(void) const
virtual void Notify_Added(SceneClass *scene)
virtual int Is_Really_Visible(void)
RenderHookClass * Get_Render_Hook(void)
virtual void Notify_Removed(SceneClass *scene)
const Matrix3D & Get_Transform(void) const
virtual void Remove(void)
virtual bool Cast_Ray(RayCollisionTestClass &raytest)
virtual void Prepare_LOD(CameraClass &camera)
virtual int Is_Force_Visible(void) const
RenderObjClass * Get_Container(void) const
virtual int Remove_Sub_Object(RenderObjClass *robj)
virtual void Render(RenderInfoClass &rinfo)=0
virtual void Load(ChunkLoadClass &cload)
virtual void Add_Render_Object(RenderObjClass *obj)
virtual void Render(RenderInfoClass &rinfo)
virtual void Save(ChunkSaveClass &csave)
ExtraPassPolyRenderType Get_Extra_Pass_Polygon_Mode(void)
virtual ~SceneClass(void)
virtual void Remove_Render_Object(RenderObjClass *obj)
ExtraPassPolyRenderType ExtraPassPolyRenderMode
PolyRenderType PolyRenderMode
virtual float Compute_Point_Visibility(RenderInfoClass &rinfo, const Vector3 &point)
virtual void Remove_All_Render_Objects(void)
virtual void Post_Render_Processing(RenderInfoClass &rinfo)
virtual ~SimpleSceneClass(void)
virtual void Destroy_Iterator(SceneIterator *it)
virtual void Add_Render_Object(RenderObjClass *obj)
virtual SceneIterator * Create_Iterator(bool onlyvisible=false)
virtual void Remove_Render_Object(RenderObjClass *obj)
virtual void Unregister(RenderObjClass *obj, RegType for_what)
RefRenderObjListClass UpdateList
virtual void Register(RenderObjClass *obj, RegType for_what)
virtual void Customized_Render(RenderInfoClass &rinfo)
virtual void Visibility_Check(CameraClass *camera)
RefRenderObjListClass LightList
friend class SimpleSceneIterator
RefRenderObjListClass ReleaseList
RefRenderObjListClass RenderList
virtual bool Is_Done(void)
SimpleSceneIterator(RefRenderObjListClass *renderlist, bool onlyvis)
virtual RenderObjClass * Current_Item(void)
friend class SimpleSceneClass
RefRenderObjListIterator RobjIterator
static void Enable_Texturing(bool b)
static bool Is_Texturing_Enabled()
RefMultiListClass< RenderObjClass > RefRenderObjListClass
RefMultiListIterator< RenderObjClass > RefRenderObjListIterator
@ SCENECLASS_VARIABLE_AMBIENTLIGHT
@ SCENECLASS_VARIABLE_FOGCOLOR
@ SCENECLASS_VARIABLE_FOGSTART
@ SCENECLASS_VARIABLE_FOGENABLED
@ SCENECLASS_VARIABLE_POLYRENDERMODE
@ SCENECLASS_CHUNK_VARIABLES
@ SCENECLASS_VARIABLE_FOGEND