OGRE 2.1
Object-Oriented Graphics Rendering Engine
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Effects

Namespaces

namespace  Ogre::EmitterCommands
 

Classes

struct  Ogre::BoundUav
 
struct  Ogre::CompositorChannel
 A channel in the compositor transports textures between nodes. More...
 
struct  Ogre::CompositorNamedBuffer
 
class  Ogre::CompositorNode
 Compositor nodes are the core subject of compositing. More...
 
class  Ogre::CompositorNodeDef
 Compositor nodes are the core subject of compositing. More...
 
class  Ogre::CompositorPass
 Abstract class for compositor passes. More...
 
class  Ogre::CompositorPassClear
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  Ogre::CompositorPassClearDef
 
class  Ogre::CompositorPassCompute
 Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
 
class  Ogre::CompositorPassComputeDef
 
class  Ogre::CompositorPassDef
 Interface to abstract all types of pass definitions (. More...
 
class  Ogre::CompositorPassDepthCopy
 Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs. More...
 
class  Ogre::CompositorPassDepthCopyDef
 
class  Ogre::CompositorPassMipmap
 Implementation of CompositorPass This implementation will Mipmap the texture used by this RenderTarget. More...
 
class  Ogre::CompositorPassMipmapDef
 
class  Ogre::CompositorPassQuad
 Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
 
class  Ogre::CompositorPassQuadDef
 
class  Ogre::CompositorPassScene
 Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
 
class  Ogre::CompositorPassSceneDef
 
class  Ogre::CompositorPassStencil
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  Ogre::CompositorPassStencilDef
 
class  Ogre::CompositorPassUav
 Implementation of CompositorPass This implementation will set UAVs. More...
 
class  Ogre::CompositorPassUavDef
 
class  Ogre::CompositorShadowNode
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  Ogre::CompositorShadowNodeDef
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  Ogre::CompositorTargetDef
 
struct  Ogre::CompositorTexture
 
class  Ogre::CompositorWorkspace
 A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More...
 
class  Ogre::CompositorWorkspaceDef
 @See CompositorWorkspace. More...
 
class  Ogre::CompositorWorkspaceListener
 
class  Ogre::CustomCompositionPass
 Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
 
class  Ogre::Particle
 Class representing a single particle instance. More...
 
class  Ogre::ParticleAffector
 Abstract class defining the interface to be implemented by particle affectors. More...
 
class  Ogre::ParticleAffectorFactory
 Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
 
class  Ogre::ParticleEmitter
 Abstract class defining the interface to be implemented by particle emitters. More...
 
class  Ogre::ParticleEmitterFactory
 Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
 
class  Ogre::ParticleIterator
 Convenience class to make it easy to step through all particles in a ParticleSystem. More...
 
class  Ogre::ParticleSystem
 Class defining particle system based special effects. More...
 
class  Ogre::ParticleSystemFactory
 Factory object for creating ParticleSystem instances. More...
 
class  Ogre::ParticleSystemManager
 Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
 
class  Ogre::ParticleSystemRenderer
 Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
 
class  Ogre::ParticleSystemRendererFactory
 Abstract class definition of a factory object for ParticleSystemRenderer. More...
 
class  Ogre::ParticleVisualData
 Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
 
class  Ogre::ShadowNodeHelper
 
class  Ogre::ShadowTextureDefinition
 Local texture definition. More...
 
class  Ogre::TextureDefinitionBase
 Centralized class for dealing with declarations of textures in Node & Workspace definitions. More...
 
class  Ogre::v1::Billboard
 A billboard is a primitive which always faces the camera in every frame. More...
 
class  Ogre::v1::BillboardChain
 Allows the rendering of a chain of connected billboards. More...
 
class  Ogre::v1::BillboardChainFactory
 Factory object for creating BillboardChain instances. More...
 
class  Ogre::v1::BillboardParticleRenderer
 Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
 
class  Ogre::v1::BillboardParticleRendererFactory
 Factory class for BillboardParticleRenderer. More...
 
class  Ogre::v1::BillboardSet
 A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
 
class  Ogre::v1::BillboardSetFactory
 Factory object for creating BillboardSet instances. More...
 
class  Ogre::v1::RibbonTrail
 Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
 
class  Ogre::v1::RibbonTrailFactory
 Factory object for creating RibbonTrail instances. More...
 

Typedefs

typedef vector< uint32 >::type Ogre::ChannelMappings
 
typedef vector< CompositorChannel >::type Ogre::CompositorChannelVec
 
typedef vector< CompositorNamedBuffer >::type Ogre::CompositorNamedBufferVec
 
typedef vector< CompositorPassDef * >::type Ogre::CompositorPassDefVec
 
typedef vector< CompositorTargetDef >::type Ogre::CompositorTargetDefVec
 
typedef vector< CompositorTexture >::type Ogre::CompositorTextureVec
 
typedef vector< UavBufferPacked * >::type Ogre::UavBufferPackedVec
 

Enumerations

enum  Ogre::v1::BillboardOrigin {
  Ogre::v1::BBO_TOP_LEFT , Ogre::v1::BBO_TOP_CENTER , Ogre::v1::BBO_TOP_RIGHT , Ogre::v1::BBO_CENTER_LEFT ,
  Ogre::v1::BBO_CENTER , Ogre::v1::BBO_CENTER_RIGHT , Ogre::v1::BBO_BOTTOM_LEFT , Ogre::v1::BBO_BOTTOM_CENTER ,
  Ogre::v1::BBO_BOTTOM_RIGHT
}
 Enum covering what exactly a billboard's position means (center, top-left etc). More...
 
enum  Ogre::v1::BillboardRotationType { Ogre::v1::BBR_VERTEX , Ogre::v1::BBR_TEXCOORD }
 The rotation type of billboard. More...
 
enum  Ogre::v1::BillboardType {
  Ogre::v1::BBT_POINT , Ogre::v1::BBT_ORIENTED_COMMON , Ogre::v1::BBT_ORIENTED_SELF , Ogre::v1::BBT_PERPENDICULAR_COMMON ,
  Ogre::v1::BBT_PERPENDICULAR_SELF
}
 The type of billboard to use. More...
 
enum  Ogre::CompositorPassType {
  Ogre::PASS_INVALID = 0 , Ogre::PASS_SCENE , Ogre::PASS_QUAD , Ogre::PASS_CLEAR ,
  Ogre::PASS_STENCIL , Ogre::PASS_RESOLVE , Ogre::PASS_DEPTHCOPY , Ogre::PASS_UAV ,
  Ogre::PASS_MIPMAP , Ogre::PASS_COMPUTE , Ogre::PASS_CUSTOM
}
 
enum  Ogre::ShadowMapTechniques { Ogre::SHADOWMAP_UNIFORM , Ogre::SHADOWMAP_PLANEOPTIMAL , Ogre::SHADOWMAP_FOCUSED , Ogre::SHADOWMAP_PSSM }
 
enum  Ogre::ShadowNodeRecalculation { Ogre::SHADOW_NODE_RECALCULATE , Ogre::SHADOW_NODE_REUSE , Ogre::SHADOW_NODE_FIRST_ONLY , Ogre::SHADOW_NODE_CASTER_PASS }
 

Variables

const charOgre::CompositorPassTypeEnumNames [PASS_CUSTOM+1u]
 

Detailed Description

Typedef Documentation

◆ ChannelMappings

◆ CompositorChannelVec

◆ CompositorNamedBufferVec

◆ CompositorPassDefVec

◆ CompositorTargetDefVec

◆ CompositorTextureVec

◆ UavBufferPackedVec

Enumeration Type Documentation

◆ BillboardOrigin

Enum covering what exactly a billboard's position means (center, top-left etc).

See also
BillboardSet::setBillboardOrigin
Enumerator
BBO_TOP_LEFT 
BBO_TOP_CENTER 
BBO_TOP_RIGHT 
BBO_CENTER_LEFT 
BBO_CENTER 
BBO_CENTER_RIGHT 
BBO_BOTTOM_LEFT 
BBO_BOTTOM_CENTER 
BBO_BOTTOM_RIGHT 

◆ BillboardRotationType

The rotation type of billboard.

Enumerator
BBR_VERTEX 

Rotate the billboard's vertices around their facing direction.

BBR_TEXCOORD 

Rotate the billboard's texture coordinates.

◆ BillboardType

The type of billboard to use.

Enumerator
BBT_POINT 

Standard point billboard (default), always faces the camera completely and is always upright.

BBT_ORIENTED_COMMON 

Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera.

BBT_ORIENTED_SELF 

Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera.

BBT_PERPENDICULAR_COMMON 

Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

BBT_PERPENDICULAR_SELF 

Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

◆ CompositorPassType

Enumerator
PASS_INVALID 
PASS_SCENE 
PASS_QUAD 
PASS_CLEAR 
PASS_STENCIL 
PASS_RESOLVE 
PASS_DEPTHCOPY 
PASS_UAV 
PASS_MIPMAP 
PASS_COMPUTE 
PASS_CUSTOM 

◆ ShadowMapTechniques

Enumerator
SHADOWMAP_UNIFORM 
SHADOWMAP_PLANEOPTIMAL 
SHADOWMAP_FOCUSED 
SHADOWMAP_PSSM 

◆ ShadowNodeRecalculation

Enumerator
SHADOW_NODE_RECALCULATE 

Forces recalculation of the shadow node for this pass.

Not recommended. Only useful if you're doing very low level manipulation via listeners and the compositor can't detect changes.

SHADOW_NODE_REUSE 

Forces the PassScene to not recalculate the ShadowNode even if it should.

Useful if you know what you're doing and want to use the ShadowNode of a different pass with a different camera.

SHADOW_NODE_FIRST_ONLY 

Default option.

The first PassScene to use a Camera will update its shadow node. All subsequent passes (even from different nodes) using the same camera will not update the shadow node again until a PassScene uses a different camera with the same shadow node. The Compositor will log a performance warning on debug builds if it detects the same Shadow node will be updated twice for the same camera.

SHADOW_NODE_CASTER_PASS 

Variable Documentation

◆ CompositorPassTypeEnumNames

const char* Ogre::CompositorPassTypeEnumNames[PASS_CUSTOM+1u]
extern