OGRE
2.2.4
Object-Oriented Graphics Rendering Engine
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#include <OgreCompositorPassSceneDef.h>
Public Types | |
typedef vector< UavDependency >::type | UavDependencyVec |
Public Member Functions | |
CompositorPassSceneDef (CompositorTargetDef *parentTargetDef) | |
const CompositorTargetDef * | getParentTargetDef (void) const |
uint32 | getRtIndex (void) const |
CompositorPassType | getType () const |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, void *) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
void * | operator new[] (size_t sz) |
void | setAllClearColours (const ColourValue &clearValue) |
void | setAllLoadActions (LoadAction::LoadAction loadAction) |
void | setAllStoreActions (StoreAction::StoreAction storeAction) |
void | setLightVisibilityMask (uint32 visibilityMask) |
void | setUseDepthPrePass (const IdStringVec &textureName, IdString depthTextureName, IdString ssrTexture) |
void | setUseRefractions (IdString depthTextureName, IdString refractionsTexture) |
void | setVisibilityMask (uint32 visibilityMask) |
Public Attributes | |
bool | mBakeLightingOnly |
When mUvBakingSet is set, tells whether we should bake the whole render result or just the lighting intensity, in order to create a lightmap. More... | |
bool | 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. More... | |
IdString | mCameraName |
When empty, uses the default camera. More... | |
ColourValue | mClearColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS] |
float | mClearDepth |
uint32 | mClearStencil |
bool | mColourWrite |
When false will not really bind the RenderTarget for rendering and use a null colour buffer instead. More... | |
IdString | mCullCameraName |
When empty, it implies mCameraName == mCullCameraName. More... | |
IdString | mDepthTextureNoMsaa |
bool | mEnableForwardPlus |
Enable ForwardPlus during the pass (if Forward3D or ForwardClustered systems were created). More... | |
uint8 | mExecutionMask |
IdStringVec | mExposedTextures |
uint8 | mFirstRQ |
First Render Queue ID to render. Inclusive. More... | |
bool | mFlushCommandBuffers |
Whether to flush the command buffer at the end of the pass. More... | |
bool | mFlushCommandBuffersAfterShadowNode |
Same as CompositorPassDef::mFlushCommandBuffers, but executed after the shadow node Note you may end up flushing twice if the shadow node also has flushing of its own. More... | |
bool | mGenNormalsGBuf |
Generate Normals for a GBuffer in RTV output 1, This flag is ignored mPrePassMode if mPrePassMode != PrePassNone. More... | |
uint32 | mIdentifier |
Custom value in case there's a listener attached (to identify the pass) More... | |
bool | mIncludeOverlays |
TODO: Refactor OgreOverlay to remove this design atrocity. More... | |
bool | mInstancedStereo |
When true, will render in instanced stereo mode, thus outputting left & right eyes at the same time. More... | |
uint8 | mLastRQ |
Last Render Queue ID to render. Not inclusive. More... | |
uint32 | mLightVisibilityMask |
Used by Forward+ to determine which lights should be used (via Light::setVisibilityFlags) More... | |
LoadAction::LoadAction | mLoadActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS] |
LoadAction::LoadAction | mLoadActionDepth |
LoadAction::LoadAction | mLoadActionStencil |
Real | mLodBias |
Multiplier to the Lod value. More... | |
IdString | mLodCameraName |
When empty, it implies mCameraName == mLodCameraName; except for shadow nodes. More... | |
String | mMaterialScheme |
The material scheme used for this pass. More... | |
uint32 | mNumInitialPasses |
Number of times to perform the pass before stopping. -1 to never stop. More... | |
uint32 | mNumViewports |
IdString | mPrePassDepthTexture |
PrePassMode | mPrePassMode |
This is a depth pre-pass. More... | |
IdString | mPrePassSsrTexture |
IdStringVec | mPrePassTexture |
Only used if mPrePassMode == PrePassUse. More... | |
String | mProfilingId |
bool | mReadOnlyDepth |
bool | mReadOnlyStencil |
IdString | mRefractionsTexture |
bool | mReuseCullData |
When true, the frustum culling is skipped in this pass. More... | |
bool | mShadowMapFullViewport |
Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes). More... | |
uint32 | mShadowMapIdx |
Shadow map index it belongs to (only filled in passes owned by Shadow Nodes) More... | |
IdString | mShadowNode |
ShadowNodeRecalculation | mShadowNodeRecalculation |
StoreAction::StoreAction | mStoreActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS] |
StoreAction::StoreAction | mStoreActionDepth |
StoreAction::StoreAction | mStoreActionStencil |
UavDependencyVec | mUavDependencies |
bool | mUpdateLodLists |
When true, which Lod index is current will be updated. More... | |
Vector2 | mUvBakingOffset |
When mUvBakingSet is enabled, this defines the UV offset (in pixels). More... | |
uint8 | mUvBakingSet |
Used for baking lightmaps and similar stuff. More... | |
uint8 | mViewportModifierMask |
uint32 | mVisibilityMask |
Viewport's visibility mask while rendering our pass. More... | |
ViewportRect | mVpRect [16] |
Viewport's region to draw. More... | |
bool | mWarnIfRtvWasFlushed |
Will issue a warning (by raising an exception) if Ogre is forced to flush the RenderTarget, which is very bad for performance on mobile, and can cause serious performance problems in Desktop if using MSAA, and also cause correctness problems (i.e. More... | |
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operator new, with debug line info
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placement operator new
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array operator new, with debug line info
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References Ogre::VisibilityFlags::RESERVED_VISIBILITY_FLAGS.
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References Ogre::PrePassUse.
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References Ogre::VisibilityFlags::RESERVED_VISIBILITY_FLAGS.
bool Ogre::CompositorPassSceneDef::mBakeLightingOnly |
When mUvBakingSet is set, tells whether we should bake the whole render result or just the lighting intensity, in order to create a lightmap.
Typically, when baking with this setting, it's because you're going to use this texture with HlmsPbsDatablock as an emissive map and calling HlmsPbsDatablock::setUseEmissiveAsLightmap with true.
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.
IdString Ogre::CompositorPassSceneDef::mCameraName |
When empty, uses the default camera.
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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)
IdString Ogre::CompositorPassSceneDef::mCullCameraName |
When empty, it implies mCameraName == mCullCameraName.
IdString Ogre::CompositorPassSceneDef::mDepthTextureNoMsaa |
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.
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uint8 Ogre::CompositorPassSceneDef::mFirstRQ |
First Render Queue ID to render. Inclusive.
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Whether to flush the command buffer at the end of the pass.
This can incur in a performance overhead (see OpenGL's glFlush and D3D11' ID3D11DeviceContext::Flush) for info. Usually you want to leave this off. However for VR applications that must meet VSync, profiling may show your workload benefits from submitting earlier so the GPU can start right away executing rendering commands.
The main reason to use this is in CPU-bound scenarios where the GPU starts too late after sitting idle.
bool Ogre::CompositorPassSceneDef::mFlushCommandBuffersAfterShadowNode |
Same as CompositorPassDef::mFlushCommandBuffers, but executed after the shadow node Note you may end up flushing twice if the shadow node also has flushing of its own.
Does not do anything if mShadowNodeRecalculation is set to SHADOW_NODE_REUSE (whether explicitly or automatically determined)
bool Ogre::CompositorPassSceneDef::mGenNormalsGBuf |
Generate Normals for a GBuffer in RTV output 1, This flag is ignored mPrePassMode if mPrePassMode != PrePassNone.
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Custom value in case there's a listener attached (to identify the pass)
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TODO: Refactor OgreOverlay to remove this design atrocity.
A custom overlay pass is a better alternative (or just use their own RQ)
bool Ogre::CompositorPassSceneDef::mInstancedStereo |
When true, will render in instanced stereo mode, thus outputting left & right eyes at the same time.
uint8 Ogre::CompositorPassSceneDef::mLastRQ |
Last Render Queue ID to render. Not inclusive.
uint32 Ogre::CompositorPassSceneDef::mLightVisibilityMask |
Used by Forward+ to determine which lights should be used (via Light::setVisibilityFlags)
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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
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.
String Ogre::CompositorPassSceneDef::mMaterialScheme |
The material scheme used for this pass.
If no material scheme is set then it will use the default scheme
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Number of times to perform the pass before stopping. -1 to never stop.
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IdString Ogre::CompositorPassSceneDef::mPrePassDepthTexture |
PrePassMode Ogre::CompositorPassSceneDef::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
IdString Ogre::CompositorPassSceneDef::mPrePassSsrTexture |
IdStringVec Ogre::CompositorPassSceneDef::mPrePassTexture |
Only used if mPrePassMode == PrePassUse.
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IdString Ogre::CompositorPassSceneDef::mRefractionsTexture |
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.
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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.
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Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)
IdString Ogre::CompositorPassSceneDef::mShadowNode |
ShadowNodeRecalculation Ogre::CompositorPassSceneDef::mShadowNodeRecalculation |
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bool Ogre::CompositorPassSceneDef::mUpdateLodLists |
When true, which Lod index is current will be updated.
Reasons to set this to false:
Vector2 Ogre::CompositorPassSceneDef::mUvBakingOffset |
When mUvBakingSet is enabled, this defines the UV offset (in pixels).
Without conservative rasterization, the baking won't render on pixels that are being partially touched by the triangle.
This causes severe artifacts when the baked result is used (background colour of the texture leaks into the triangle).
Without conservative rasterization, a sound solution is to render multiple times with pixel (or subpixel) offsets in order to add some padding around the borders of each triangle in the lightmap.
MSAA can also be used instead, but certain types of baking (e.g. GBuffer baking) don't work well because the MSAA sample locations are not in the center.
See https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
uint8 Ogre::CompositorPassSceneDef::mUvBakingSet |
Used for baking lightmaps and similar stuff.
When set to 0xFF it is disabled. Otherwise, the selected UV set will be used to bake the texture with the render results. If the mesh doesn't have such UV, then the max UV will be used. If the mesh doesn't have UVs, it is up to the Hlms implementation what to do (probably raise an exception)
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uint32 Ogre::CompositorPassSceneDef::mVisibilityMask |
Viewport's visibility mask while rendering our pass.
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Viewport's region to draw.
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Will issue a warning (by raising an exception) if Ogre is forced to flush the RenderTarget, which is very bad for performance on mobile, and can cause serious performance problems in Desktop if using MSAA, and also cause correctness problems (i.e.
bad rendering) if store action is StoreAction::Resolve.