OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::CompositorPassShadowsDef Class Reference

#include <OgreCompositorPassShadowsDef.h>

+ Inheritance diagram for Ogre::CompositorPassShadowsDef:

Public Types

typedef vector< UavDependency >::type UavDependencyVec
 

Public Member Functions

 CompositorPassShadowsDef (CompositorNodeDef *parentNodeDef, CompositorTargetDef *parentTargetDef)
 
const CompositorTargetDefgetParentTargetDef () const
 
uint32 getRtIndex () const
 
CompositorPassType getType () const
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
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 *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void setAllClearColours (const ColourValue &clearValue)
 
void setAllLoadActions (LoadAction::LoadAction loadAction)
 
void setAllStoreActions (StoreAction::StoreAction storeAction)
 
void setVisibilityMask (uint32 visibilityMask)
 

Public Attributes

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...
 
uint8 mExecutionMask
 
IdStringVec mExposedTextures
 
bool mFlushCommandBuffers
 Whether to flush the command buffer at the end of the pass. 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...
 
LoadAction::LoadAction mLoadActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
 
LoadAction::LoadAction mLoadActionDepth
 
LoadAction::LoadAction mLoadActionStencil
 
IdString mLodCameraName
 When empty, it implies mCameraName == mLodCameraName; except for shadow nodes. More...
 
uint32 mNumInitialPasses
 Number of times to perform the pass before stopping. -1 to never stop. More...
 
uint32 mNumViewports
 
String mProfilingId
 
bool mReadOnlyDepth
 
bool mReadOnlyStencil
 
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...
 
FastArray< IdStringmShadowNodes
 Name of shadow nodes to update. More...
 
bool mSkipLoadStoreSemantics
 Ignore mLoadAction*‍/mStoreAction*. More...
 
StoreAction::StoreAction mStoreActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
 
StoreAction::StoreAction mStoreActionDepth
 
StoreAction::StoreAction mStoreActionStencil
 
UavDependencyVec mUavDependencies
 
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...
 

Member Typedef Documentation

◆ UavDependencyVec

Constructor & Destructor Documentation

◆ CompositorPassShadowsDef()

Ogre::CompositorPassShadowsDef::CompositorPassShadowsDef ( CompositorNodeDef parentNodeDef,
CompositorTargetDef parentTargetDef 
)

Member Function Documentation

◆ getParentTargetDef()

const CompositorTargetDef* Ogre::CompositorPassDef::getParentTargetDef ( ) const
inherited

◆ getRtIndex()

uint32 Ogre::CompositorPassDef::getRtIndex ( ) const
inherited

◆ getType()

CompositorPassType Ogre::CompositorPassDef::getType ( ) const
inlineinherited

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

◆ setAllClearColours()

void Ogre::CompositorPassDef::setAllClearColours ( const ColourValue clearValue)
inherited

◆ setAllLoadActions()

void Ogre::CompositorPassDef::setAllLoadActions ( LoadAction::LoadAction  loadAction)
inherited

◆ setAllStoreActions()

void Ogre::CompositorPassDef::setAllStoreActions ( StoreAction::StoreAction  storeAction)
inherited

◆ setVisibilityMask()

void Ogre::CompositorPassShadowsDef::setVisibilityMask ( uint32  visibilityMask)

Member Data Documentation

◆ mCameraCubemapReorient

bool Ogre::CompositorPassShadowsDef::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::CompositorPassShadowsDef::mCameraName

When empty, uses the default camera.

◆ mClearColour

ColourValue Ogre::CompositorPassDef::mClearColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]
inherited

◆ mClearDepth

float Ogre::CompositorPassDef::mClearDepth
inherited

◆ mClearStencil

uint32 Ogre::CompositorPassDef::mClearStencil
inherited

◆ mColourWrite

bool Ogre::CompositorPassDef::mColourWrite
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::CompositorPassShadowsDef::mCullCameraName

When empty, it implies mCameraName == mCullCameraName.

◆ mExecutionMask

uint8 Ogre::CompositorPassDef::mExecutionMask
inherited

◆ mExposedTextures

IdStringVec Ogre::CompositorPassDef::mExposedTextures
inherited

◆ mFlushCommandBuffers

bool Ogre::CompositorPassDef::mFlushCommandBuffers
inherited

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.

◆ mIdentifier

uint32 Ogre::CompositorPassDef::mIdentifier
inherited

Custom value in case there's a listener attached (to identify the pass)

◆ mIncludeOverlays

bool Ogre::CompositorPassDef::mIncludeOverlays
inherited

TODO: Refactor OgreOverlay to remove this design atrocity.

A custom overlay pass is a better alternative (or just use their own RQ)

◆ mLoadActionColour

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]
inherited

◆ mLoadActionDepth

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionDepth
inherited

◆ mLoadActionStencil

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionStencil
inherited

◆ mLodCameraName

IdString Ogre::CompositorPassShadowsDef::mLodCameraName

When empty, it implies mCameraName == mLodCameraName; except for shadow nodes.

For shadow nodes, when empty, it will use the receiver's lod camera.

◆ mNumInitialPasses

uint32 Ogre::CompositorPassDef::mNumInitialPasses
inherited

Number of times to perform the pass before stopping. -1 to never stop.

◆ mNumViewports

uint32 Ogre::CompositorPassDef::mNumViewports
inherited

◆ mProfilingId

String Ogre::CompositorPassDef::mProfilingId
inherited

◆ mReadOnlyDepth

bool Ogre::CompositorPassDef::mReadOnlyDepth
inherited

◆ mReadOnlyStencil

bool Ogre::CompositorPassDef::mReadOnlyStencil
inherited

◆ mShadowMapFullViewport

bool Ogre::CompositorPassDef::mShadowMapFullViewport
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
inherited

Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)

◆ mShadowNodes

FastArray<IdString> Ogre::CompositorPassShadowsDef::mShadowNodes

Name of shadow nodes to update.

◆ mSkipLoadStoreSemantics

bool Ogre::CompositorPassDef::mSkipLoadStoreSemantics
inherited

Ignore mLoadAction*‍/mStoreAction*.

Useful when doing multiple passes and you want to continue using the same pass semantics opened by a previous pass

Be careful with this setting. It can silently break a lot of stuff

Only valid for PASS_QUAD and PASS_SCENE

◆ mStoreActionColour

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]
inherited

◆ mStoreActionDepth

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionDepth
inherited

◆ mStoreActionStencil

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionStencil
inherited

◆ mUavDependencies

UavDependencyVec Ogre::CompositorPassDef::mUavDependencies
inherited

◆ mViewportModifierMask

uint8 Ogre::CompositorPassDef::mViewportModifierMask
inherited

◆ mVisibilityMask

uint32 Ogre::CompositorPassShadowsDef::mVisibilityMask

Viewport's visibility mask while rendering our pass.

◆ mVpRect

ViewportRect Ogre::CompositorPassDef::mVpRect[16]
inherited

Viewport's region to draw.

◆ mWarnIfRtvWasFlushed

bool Ogre::CompositorPassDef::mWarnIfRtvWasFlushed
inherited

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.

Remarks
Flushes are caused by splitting rendering to the same RenderTarget in multiple passes while rendering to a different RenderTarget in the middle. It's not always possible to avoid it, but if so, consider doing it.
No warning will be issued if the RenderTargets getting flushed have their LoadAction set to LoadAction::Clear (or LoadAction::ClearOnTilers on tilers).

The documentation for this class was generated from the following file: