#include <OgreCompositorPassSceneDef.h>
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| CompositorPassSceneDef (CompositorTargetDef *parentTargetDef) |
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const CompositorTargetDef * | getParentTargetDef (void) const |
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uint32 | getRtIndex (void) const |
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CompositorPassType | getType () const |
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info
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void * | operator new (size_t sz, void *ptr) |
| placement operator new
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info
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void | setLightVisibilityMask (uint32 visibilityMask) |
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void | setUseDepthPrePass (IdString textureName, IdString depthTextureName, IdString ssrTexture) |
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void | setVisibilityMask (uint32 visibilityMask) |
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◆ UavDependencyVec
◆ CompositorPassSceneDef()
◆ getParentTargetDef()
◆ getRtIndex()
uint32 Ogre::CompositorPassDef::getRtIndex |
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void |
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const |
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inherited |
◆ getType()
◆ operator delete() [1/3]
◆ operator delete() [2/3]
◆ operator delete() [3/3]
◆ operator delete[]() [1/2]
◆ operator delete[]() [2/2]
◆ operator new() [1/3]
◆ operator new() [2/3]
operator new, with debug line info
◆ operator new() [3/3]
◆ operator new[]() [1/2]
◆ operator new[]() [2/2]
array operator new, with debug line info
◆ setLightVisibilityMask()
void Ogre::CompositorPassSceneDef::setLightVisibilityMask |
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uint32 |
visibilityMask | ) |
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inline |
◆ setUseDepthPrePass()
◆ setVisibilityMask()
void Ogre::CompositorPassSceneDef::setVisibilityMask |
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uint32 |
visibilityMask | ) |
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inline |
◆ mBeginRtUpdate
bool Ogre::CompositorPassDef::mBeginRtUpdate |
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inherited |
True if a previous pass doesn't alter the contents of the same render target we do TODO: Fill this automatically.
◆ mCameraCubemapReorient
bool Ogre::CompositorPassSceneDef::mCameraCubemapReorient |
When true, the camera will be rotated 90°, -90° or 180° depending on the value of mRtIndex and then restored to its original rotation after we're done.
◆ mCameraName
IdString Ogre::CompositorPassSceneDef::mCameraName |
When empty, uses the default camera.
◆ mColourWrite
bool Ogre::CompositorPassDef::mColourWrite |
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inherited |
When false will not really bind the RenderTarget for rendering and use a null colour buffer instead.
Useful for depth prepass, or if the RTT is actually an UAV. Some passes may ignore this setting (e.g. Clear passes)
◆ mCullCameraName
IdString Ogre::CompositorPassSceneDef::mCullCameraName |
When empty, it implies mCameraName == mCullCameraName.
◆ mEnableForwardPlus
bool Ogre::CompositorPassSceneDef::mEnableForwardPlus |
Enable ForwardPlus during the pass (if Forward3D or ForwardClustered systems were created).
Disabling optimizes performance when you don't need it.
◆ mEndRtUpdate
bool Ogre::CompositorPassDef::mEndRtUpdate |
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inherited |
End if we're the last consecutive pass to alter the contents of the same render target.
◆ mExecutionMask
uint8 Ogre::CompositorPassDef::mExecutionMask |
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inherited |
◆ mExposedTextures
◆ mFirstRQ
uint8 Ogre::CompositorPassSceneDef::mFirstRQ |
First Render Queue ID to render. Inclusive.
◆ mIdentifier
uint32 Ogre::CompositorPassDef::mIdentifier |
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inherited |
Custom value in case there's a listener attached (to identify the pass)
◆ mIncludeOverlays
bool Ogre::CompositorPassDef::mIncludeOverlays |
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inherited |
TODO: Refactor OgreOverlay to remove this design atrocity.
A custom overlay pass is a better alternative (or just use their own RQ)
◆ mLastRQ
uint8 Ogre::CompositorPassSceneDef::mLastRQ |
Last Render Queue ID to render. Not inclusive.
◆ mLightVisibilityMask
uint32 Ogre::CompositorPassSceneDef::mLightVisibilityMask |
◆ mLodBias
Real Ogre::CompositorPassSceneDef::mLodBias |
Multiplier to the Lod value.
What it means depends on the technique. You'll probably want to avoid setting it directly and rather use @LodStrategy::transformBias
◆ mLodCameraName
IdString Ogre::CompositorPassSceneDef::mLodCameraName |
When empty, it implies mCameraName == mLodCameraName; except for shadow nodes.
For shadow nodes, when empty, it will use the receiver's lod camera.
◆ mMaterialScheme
String Ogre::CompositorPassSceneDef::mMaterialScheme |
The material scheme used for this pass.
If no material scheme is set then it will use the default scheme
◆ mNumInitialPasses
uint32 Ogre::CompositorPassDef::mNumInitialPasses |
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inherited |
Number of times to perform the pass before stopping. -1 to never stop.
◆ mPrePassDepthTexture
IdString Ogre::CompositorPassSceneDef::mPrePassDepthTexture |
◆ mPrePassMode
This is a depth pre-pass.
Note: Implementations may write to colour too for hybrid deferred & forward rendering. If you modify this, you probably want to modify mReadOnlyDepth & mReadOnlyStencil too
◆ mPrePassSsrTexture
IdString Ogre::CompositorPassSceneDef::mPrePassSsrTexture |
◆ mPrePassTexture
IdString Ogre::CompositorPassSceneDef::mPrePassTexture |
Only used if mPrePassMode == PrePassUse.
◆ mProfilingId
String Ogre::CompositorPassDef::mProfilingId |
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inherited |
◆ mReadOnlyDepth
bool Ogre::CompositorPassDef::mReadOnlyDepth |
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inherited |
◆ mReadOnlyStencil
bool Ogre::CompositorPassDef::mReadOnlyStencil |
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inherited |
◆ mReuseCullData
bool Ogre::CompositorPassSceneDef::mReuseCullData |
When true, the frustum culling is skipped in this pass.
To cull objects, data from the most recent frustum culling execution are used.
◆ mShadowMapFullViewport
bool Ogre::CompositorPassDef::mShadowMapFullViewport |
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inherited |
Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes).
If true, we won't force the viewport to fit the region of the UV atlas on the texture, and respect mVp* settings instead.
◆ mShadowMapIdx
uint32 Ogre::CompositorPassDef::mShadowMapIdx |
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inherited |
Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)
◆ mShadowNode
IdString Ogre::CompositorPassSceneDef::mShadowNode |
◆ mShadowNodeRecalculation
◆ mUavDependencies
◆ mUpdateLodLists
bool Ogre::CompositorPassSceneDef::mUpdateLodLists |
When true, which Lod index is current will be updated.
Reasons to set this to false:
- You don't use LOD (i.e. you're GPU bottleneck). Setting to false helps CPU.
- LODs have been calculated in a previous pass. This happens if previous pass(es) all used the same lod camera and all RenderQueue IDs this pass will use have been rendered already and updated their lod lists.
◆ mViewportModifierMask
uint8 Ogre::CompositorPassDef::mViewportModifierMask |
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inherited |
◆ mVisibilityMask
uint32 Ogre::CompositorPassSceneDef::mVisibilityMask |
Viewport's visibility mask while rendering our pass.
◆ mVpHeight
float Ogre::CompositorPassDef::mVpHeight |
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inherited |
◆ mVpLeft
float Ogre::CompositorPassDef::mVpLeft |
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inherited |
◆ mVpScissorHeight
float Ogre::CompositorPassDef::mVpScissorHeight |
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inherited |
◆ mVpScissorLeft
float Ogre::CompositorPassDef::mVpScissorLeft |
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inherited |
◆ mVpScissorTop
float Ogre::CompositorPassDef::mVpScissorTop |
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inherited |
◆ mVpScissorWidth
float Ogre::CompositorPassDef::mVpScissorWidth |
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inherited |
◆ mVpTop
float Ogre::CompositorPassDef::mVpTop |
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inherited |
◆ mVpWidth
float Ogre::CompositorPassDef::mVpWidth |
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inherited |
The documentation for this class was generated from the following file: