|
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.
|
|
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.
|
|
IdString | mCameraName |
| When empty, uses the default camera.
|
|
IdString | mCullCameraName |
| When empty, it implies mCameraName == mCullCameraName.
|
|
IdString | mDepthTextureNoMsaa |
|
bool | mEnableForwardPlus |
| Enable ForwardPlus during the pass (if Forward3D or ForwardClustered systems were created).
|
|
uint8 | mFirstRQ |
| First Render Queue ID to render. Inclusive.
|
|
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.
|
|
bool | mGenNormalsGBuf |
| Generate Normals for a GBuffer in RTV output 1, This flag is ignored mPrePassMode if mPrePassMode != PrePassNone.
|
|
bool | mInstancedStereo |
| When true, will render in instanced stereo mode, thus outputting left & right eyes at the same time.
|
|
uint8 | mLastRQ |
| Last Render Queue ID to render. Not inclusive.
|
|
uint32 | mLightVisibilityMask |
| Used by Forward+ to determine which lights should be used (via Light::setVisibilityFlags)
|
|
Real | mLodBias |
| Multiplier to the Lod value.
|
|
IdString | mLodCameraName |
| When empty, it implies mCameraName == mLodCameraName; except for shadow nodes.
|
|
String | mMaterialScheme |
| The material scheme used for this pass.
|
|
IdString | mPrePassDepthTexture |
|
PrePassMode | mPrePassMode |
| This is a depth pre-pass.
|
|
IdString | mPrePassSsrTexture |
|
IdStringVec | mPrePassTexture |
| Only used if mPrePassMode == PrePassUse.
|
|
IdString | mRefractionsTexture |
|
bool | mReuseCullData |
| When true, the frustum culling is skipped in this pass.
|
|
IdString | mShadowNode |
|
ShadowNodeRecalculation | mShadowNodeRecalculation |
|
bool | mUpdateLodLists |
| When true, which Lod index is current will be updated.
|
|
Vector2 | mUvBakingOffset |
| When mUvBakingSet is enabled, this defines the UV offset (in pixels).
|
|
uint8 | mUvBakingSet |
| Used for baking lightmaps and similar stuff.
|
|
uint32 | mVisibilityMask |
| Viewport's visibility mask while rendering our pass Please don't write to this directly.
|
|
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.
|
|
uint8 | mExecutionMask |
|
IdStringVec | mExposedTextures |
|
bool | mFlushCommandBuffers |
| Whether to flush the command buffer at the end of the pass.
|
|
uint32 | mIdentifier |
| Custom value in case there's a listener attached (to identify the pass)
|
|
bool | mIncludeOverlays |
| TODO: Refactor OgreOverlay to remove this design atrocity.
|
|
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.
|
|
uint32 | mNumViewports |
|
String | mProfilingId |
|
bool | mReadOnlyDepth |
|
bool | mReadOnlyStencil |
|
bool | mShadowMapFullViewport |
| Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes).
|
|
uint32 | mShadowMapIdx |
| Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)
|
|
bool | mSkipLoadStoreSemantics |
| Ignore mLoadAction*/mStoreAction*.
|
|
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.
|
|
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.
|
|
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.
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/