Axiom.Core.SceneManager.RenderAdditiveStencilShadowedQueueGroupObjects C# (CSharp) Method

RenderAdditiveStencilShadowedQueueGroupObjects() protected method

Render a group with the added complexity of additive stencil shadows.
protected RenderAdditiveStencilShadowedQueueGroupObjects ( RenderQueueGroup group ) : void
group RenderQueueGroup Render queue group.
return void
		protected virtual void RenderAdditiveStencilShadowedQueueGroupObjects( RenderQueueGroup group )
		{
			LightList tempLightList = new LightList();

			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// sort the group first
				priorityGroup.Sort( this.cameraInProgress );

				// Clear light list
				tempLightList.Clear();

				// Render all the ambient passes first, no light iteration, no lights
				this.illuminationStage = IlluminationRenderStage.Ambient;
				this.RenderSolidObjects( priorityGroup.solidPasses, false, tempLightList );
				// Also render any objects which have receive shadows disabled
				this.renderingNoShadowQueue = true;
				this.RenderSolidObjects( priorityGroup.solidPassesNoShadow, true );
				this.renderingNoShadowQueue = false;

				// Now iterate per light
				this.illuminationStage = IlluminationRenderStage.PerLight;

				foreach ( Light light in lightsAffectingFrustum )
				{
					// Set light state

					if ( light.CastShadows )
					{
						// Clear stencil
						this.targetRenderSystem.ClearFrameBuffer( FrameBufferType.Stencil );
						this.RenderShadowVolumesToStencil( light, this.cameraInProgress );
						// turn stencil check on
						this.targetRenderSystem.StencilCheckEnabled = true;
						// NB we render where the stencil is equal to zero to render lit areas
						this.targetRenderSystem.SetStencilBufferParams( CompareFunction.Equal, 0 );
					}

					// render lighting passes for this light
					tempLightList.Clear();
					tempLightList.Add( light );

					this.RenderSolidObjects( priorityGroup.solidPassesDiffuseSpecular, false, tempLightList );

					// Reset stencil params
					this.targetRenderSystem.SetStencilBufferParams();
					this.targetRenderSystem.StencilCheckEnabled = false;
					this.targetRenderSystem.SetDepthBufferParams();
				} // for each light

				// Now render decal passes, no need to set lights as lighting will be disabled
				this.illuminationStage = IlluminationRenderStage.Decal;
				this.RenderSolidObjects( priorityGroup.solidPassesDecal, false );
			} // for each priority

			// reset lighting stage
			this.illuminationStage = IlluminationRenderStage.None;

			// Iterate again
			foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
			{
				// Do transparents
				this.RenderTransparentObjects( priorityGroup.transparentPasses, true );
			} // for each priority
		}
SceneManager