OGRE-Next
3.0.0
Object-Oriented Graphics Rendering Engine
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#include <OgreCompositorPassSceneDef.h>
Public Member Functions | |
CompositorPassSceneDef (CompositorTargetDef *parentTargetDef) | |
void | setLightVisibilityMask (uint32 visibilityMask) |
void | setUseDepthPrePass (const IdStringVec &textureName, IdString depthTextureName, IdString ssrTexture) |
void | setUseRefractions (IdString depthTextureName, IdString refractionsTexture) |
void | setVisibilityMask (uint32 visibilityMask) |
Public Member Functions inherited from Ogre::CompositorPassDef | |
CompositorPassDef (CompositorPassType passType, CompositorTargetDef *parentTargetDef) | |
virtual | ~CompositorPassDef () |
const CompositorTargetDef * | getParentTargetDef () const |
uint32 | getRtIndex () const |
CompositorPassType | getType () const |
void | setAllClearColours (const ColourValue &clearValue) |
void | setAllLoadActions (LoadAction::LoadAction loadAction) |
void | setAllStoreActions (StoreAction::StoreAction storeAction) |
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... | |
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 | mFirstRQ |
First Render Queue ID to render. Inclusive. 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... | |
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... | |
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... | |
IdString | mPrePassDepthTexture |
PrePassMode | mPrePassMode |
This is a depth pre-pass. More... | |
IdString | mPrePassSsrTexture |
IdStringVec | mPrePassTexture |
Only used if mPrePassMode == PrePassUse. More... | |
IdString | mRefractionsTexture |
bool | mReuseCullData |
When true, the frustum culling is skipped in this pass. More... | |
IdString | mShadowNode |
ShadowNodeRecalculation | mShadowNodeRecalculation |
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... | |
uint32 | mVisibilityMask |
Viewport's visibility mask while rendering our pass Please don't write to this directly. More... | |
Public Attributes inherited from Ogre::CompositorPassDef | |
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... | |
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 |
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... | |
bool | mSkipLoadStoreSemantics |
Ignore mLoadAction*/mStoreAction*. More... | |
StoreAction::StoreAction | mStoreActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS] |
StoreAction::StoreAction | mStoreActionDepth |
StoreAction::StoreAction | mStoreActionStencil |
UavDependencyVec | mUavDependencies |
uint8 | mViewportModifierMask |
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... | |
Additional Inherited Members | |
Public Types inherited from Ogre::CompositorPassDef | |
typedef vector< UavDependency >::type | UavDependencyVec |
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inline |
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References Ogre::VisibilityFlags::RESERVED_VISIBILITY_FLAGS.
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inline |
References Ogre::PrePassUse.
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inline |
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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.
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.
uint8 Ogre::CompositorPassSceneDef::mFirstRQ |
First Render Queue ID to render. Inclusive.
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.
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)
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
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.
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.
IdString Ogre::CompositorPassSceneDef::mShadowNode |
ShadowNodeRecalculation Ogre::CompositorPassSceneDef::mShadowNodeRecalculation |
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)
uint32 Ogre::CompositorPassSceneDef::mVisibilityMask |
Viewport's visibility mask while rendering our pass Please don't write to this directly.