OGRE-Next
3.0.0
Object-Oriented Graphics Rendering Engine
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#include <OgreCompositorPassShadowsDef.h>
Public Member Functions | |
CompositorPassShadowsDef (CompositorNodeDef *parentNodeDef, CompositorTargetDef *parentTargetDef) | |
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 | 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 | mLodCameraName |
When empty, it implies mCameraName == mLodCameraName; except for shadow nodes. More... | |
FastArray< IdString > | mShadowNodes |
Name of shadow nodes to update. 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 |
Ogre::CompositorPassShadowsDef::CompositorPassShadowsDef | ( | CompositorNodeDef * | parentNodeDef, |
CompositorTargetDef * | parentTargetDef | ||
) |
void Ogre::CompositorPassShadowsDef::setVisibilityMask | ( | uint32 | visibilityMask | ) |
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.
IdString Ogre::CompositorPassShadowsDef::mCameraName |
When empty, uses the default camera.
IdString Ogre::CompositorPassShadowsDef::mCullCameraName |
When empty, it implies mCameraName == mCullCameraName.
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.
uint32 Ogre::CompositorPassShadowsDef::mVisibilityMask |
Viewport's visibility mask while rendering our pass Please don't write to this directly.