IRenderNode abstract Represents a rendered object in the world. More... #include <IRenderNode.h> Inherits IShadowCaster. Inherited by IBreakableGlassRenderNode, IBrush, ICharacterRenderNode, ICloudBlockerRenderNode, I DecalRenderNode, IDistanceCloudRenderNode, IFogVolumeRenderNode, IGeomCacheRenderNode, IL ightSource, IParticleEmitter, IRoadRenderNode, IRopeRenderNode, IVegetation, IVoxelObject, and IW aterVolumeRenderNode. Public Types enum EInternalFlags : uint8 { DECAL_OWNER = BIT(0), REQUIRES_NEAREST_CUBEMAP = BIT(1), UPDATE_DE CALS = BIT(2), REQUIRES_FORWARD_RENDERING = BIT(3), WAS_INVISIBLE = BIT(4), WAS_IN_VISAREA = BIT(5), WAS_FARAWAY = BIT(6), H AS_OCCLUSION_PROXY = BIT(7) } enum EGIMode { eGM_None = 0, eGM_StaticVoxelization, eGM_DynamicVoxelization, eGM_HideIfGi IsActive, eGM_AnalyticalProxy_Soft, eGM_AnalyticalProxy_Hard, eGM_AnalytPostOccluder , eGM_IntegrateIntoTerrain } Object can be used by GI system in several ways. More... typedef uint64 RenderFlagsType Public Member Functions virtual bool CanExecuteRenderAsJob () virtual const char * GetName () const =0 Debug info about object. virtual const char * GetEntityClassName () const =0 virtual string GetDebugString (char type=0) const virtual float GetImportance () const virtual void ReleaseNode (bool bImmediate=false) Releases IRenderNode. virtual IRenderNode * Clone () const Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 1 of 10 virtual void SetMatrix (const Matrix34 &mat) Sets render node transformation matrix. virtual void GetLocalBounds (AABB &bbox) Gets local bounds of the render node. virtual Vec3 GetPos (bool bWorldOnly=true) const =0 virtual const AABB GetBBox () const =0 virtual void FillBBox (AABB &aabb) virtual void SetBBox (const AABB &WSBBox)=0 virtual void OffsetPosition (const Vec3 &delta)=0 virtual void Render (const struct SRendParams &EntDrawParams, const S RenderingPassInfo &passInfo)=0 Renders node geometry. virtual void Hide (bool bHide) Hides/disables node in renderer. virtual IStatObj * GetEntityStatObj (unsigned int nSubPartId=0, Matrix34A *pMatrix=NULL, bool bReturnOnlyVisible=false) Gives access to object components. virtual void SetEntityStatObj (IStatObj *pStatObj, const Matrix34A *pMatrix=NULL) virtual ICharacterInstance * GetEntityCharacter (Matrix34A *pMatrix=NULL, bool bReturnOnlyVisible=false) Retrieve access to the character instance of the the RenderNode. virtual struct IGeomCacheRenderNode * GetGeomCacheRenderNode (unsigned int nSlot, Matrix34A *pMatrix=NULL, bool bReturnOnlyVisible=false) virtual struct IRenderMesh * GetRenderMesh (int nLod) virtual void SetLodRatio (int nLodRatio) virtual uint8 GetMaterialLayers () const Get material layers mask. virtual struct IPhysicalEntity * GetPhysics () const =0 Get physical entity. virtual void SetPhysics (IPhysicalEntity *pPhys)=0 virtual void CheckPhysicalized () Physicalizes if it isn't already. virtual void Physicalize (bool bInstant=false) Physicalize the node. Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 2 of 10 virtual bool PhysicalizeFoliage (bool bPhysicalize=true, int iSource=0, int nSlot=0) Physicalize stat object's foliage. virtual IPhysicalEntity * GetBranchPhys (int idx, int nSlot=0) Get physical entity (rope) for a given branch (if foliage is physicalized). virtual struct IFoliage * GetFoliage (int nSlot=0) virtual ~IRenderNode () Make sure I3DEngine::FreeRenderNodeState(this) is called in destructor of derived class. virtual void SetMaterial (IMaterial *pMat)=0 Set override material for this instance. virtual IMaterial * GetMaterial (Vec3 *pHitPos=NULL) const =0 Queries override material of this instance. virtual IMaterial * GetMaterialOverride ()=0 virtual void SetCollisionClassIndex (int tableIndex) Used by the editor during export. virtual void SetStatObjGroupIndex (int nVegetationGroupIndex) virtual int GetStatObjGroupId () const virtual void SetLayerId (uint16 nLayerId) virtual uint16 GetLayerId () virtual float GetMaxViewDist ()=0 virtual EERType GetRenderNodeType ()=0 virtual bool IsAllocatedOutsideOf3DEngineDLL () virtual void Dephysicalize (bool bKeepIfReferenced=false) virtual void Dematerialize () virtual void GetMemoryUsage (ICrySizer *pSizer) const =0 virtual void Precache () virtual void UpdateStreamingPriority (const SUpdateStreamingPriorityContext &streamingContext) virtual const AABB GetBBoxVirtual () virtual void OnRenderNodeBecomeVisibleAsync (SRenderNodeTempData *pTempData, const SRenderingPas sInfo &passInfo) virtual void OnRenderNodeVisible (bool bBecomeVisible) Called when RenderNode becomes visible or invisible, can only be called from the Main thread. Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 3 of 10 virtual uint8 GetSortPriority () virtual EGIMode GetGIMode () const Retrieves the way object is used by GI system. virtual void SetMinSpec (RenderFlagsType nMinSpec) virtual void SetViewDistRatio (int nViewDistRatio) void CopyIRenderNodeData (IRenderNode *pDest) const ILINE void SetRndFlags (RenderFlagsType dwFlags) Rendering flags. (. More... ILINE void SetRndFlags (RenderFlagsType dwFlags, bool bEnable) ILINE RenderFlagsType GetRndFlags () const ILINE void SetDrawFrame (int nFrameID, int nRecursionLevel) Object draw frames (set if was drawn). ILINE int GetDrawFrame (int nRecursionLevel=0) const ILINE IVisArea * GetEntityVisArea () const struct CTerrainNode * GetEntityTerrainNode () const ILINE void SetViewDistUnlimited () Makes object visible at any distance. ILINE int GetViewDistRatio () const Retrieves the view distance settings. ILINE int GetViewDistRatioVal () const Retrieves the view distance settings without any value interpretation. ILINE float GetViewDistRatioNormilized () const ILINE int GetLodRatio () const ILINE float GetLodRatioNormalized () const virtual bool GetLodDistances (const SFrameLodInfo &frameLodInfo, float *distances) const virtual void SetShadowLodBias (int8 nShadowLodBias) Bias value to add to the regular lod. ILINE int GetShadowLodBias () const virtual void SetCameraSpacePos (Vec3 *pCameraSpacePos) ILINE void SetMaterialLayers (uint8 nMtlLayers) Set material layers mask. ILINE int GetMinSpec () const ILINE void InvalidatePermanentRenderObject () Inform 3d engine that permanent render object that captures drawing state of this node is not valid and must be recreated. Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 4 of 10 virtual void SetEditorObjectId (uint32 nEditorObjectId) virtual void SetEditorObjectInfo (bool bSelected, bool bHighlighted) virtual void SetOwnerEntity (IEntity *pEntity) virtual IEntity * GetOwnerEntity () const void RemoveAndMarkForAutoDeleteTempData () Static Public Member Functions static const ERNListType GetRenderNodeListId (const EERType eRType) Public Attributes IRenderNode * m_pNext Every sector has linked list of IRenderNode objects. IRenderNode * m_pPrev IOctreeNode * m_pOcNode Current objects tree cell. std::atomic< SRenderNodeTempData * > m_pTempData Pointer to temporary data allocated only for currently visible objects. int m_manipulationFrame = -1 CryRWLock m_manipulationLock uint32 m_nHUDSilhouettesParam Hud silhouette parameter, default is black with alpha zero. float m_fWSMaxViewDist Max view distance. RenderFlagsType m_dwRndFlags Render flags (. More... uint8 m_nInternalFlags Flags for render node internal usage, one or more bits from EInternalFlags. uint8 m_ucViewDistRatio Max view distance settings. uint8 m_ucLodRatio LOD settings. uint8 m_nMaterialLayers Material layers bitmask -> which material layers are active. int8 m_cShadowLodBias uint32 m_nEditorSelectionID Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 5 of 10 Static Public Attributes static const int8 SHADOW_LODBIAS_DISABLE = -128 Detailed Description Represents a rendered object in the world. To visualize objects in a world CRYENGINE defines the concept of render nodes and render elements. Render nodes represent general objects in the 3D engine. Among other things they are used to build a hierarchy for visibility culling, allow physics interactions (optional) and rendering. For actual rendering they add themselves to the renderer (with the help of render objects as you can see in the sample code below) passing an appropriate render element which implements the actual drawing of the object. Member Enumeration Documentation enum IRenderNode::EGIMode EGIMode Object can be used by GI system in several ways. Enumerator eGM_None No voxelization. eGM_StaticVoxelization Incremental or asynchronous lazy voxelization. eGM_DynamicVoxelization Real-time every-frame voxelization on GPU. eGM_HideIfGiIsActive Hide this light source if GI is enabled. eGM_AnalyticalProxy_Soft Analytical proxy (with shadow fading) eGM_AnalyticalProxy_Hard Analytical proxy (no shadow fading) eGM_AnalytPostOccluder Analytical occluder (used with average light direction) eGM_IntegrateIntoTerrain Copy object mesh into terrain mesh and render using usual terrain materials. EInternalFlags Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 6 of 10 enum IRenderNode::EInternalFlags : uint8 Enumerator DECAL_OWNER Owns some decals. REQUIRES_NEAREST_CUBEMAP Pick nearest cube map. UPDATE_DECALS The node changed geometry - decals must be updated. REQUIRES_FORWARD_RENDERING Special shadow processing needed. WAS_INVISIBLE Was invisible last frame. WAS_IN_VISAREA Was inside vis-ares last frame. WAS_FARAWAY Was considered 'far away' for the purposes of physics deactivation. HAS_OCCLUSION_PROXY This node has occlusion proxy. Member Function Documentation struct
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