OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::CompositorPassShadowsDef Class Reference

#include <OgreCompositorPassShadowsDef.h>

+ Inheritance diagram for Ogre::CompositorPassShadowsDef:

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 CompositorTargetDefgetParentTargetDef () 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< IdStringmShadowNodes
 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
 

Constructor & Destructor Documentation

◆ CompositorPassShadowsDef()

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

Member Function Documentation

◆ 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.

◆ mCullCameraName

IdString Ogre::CompositorPassShadowsDef::mCullCameraName

When empty, it implies mCameraName == mCullCameraName.

◆ 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.

◆ mShadowNodes

FastArray<IdString> Ogre::CompositorPassShadowsDef::mShadowNodes

Name of shadow nodes to update.

◆ mVisibilityMask

uint32 Ogre::CompositorPassShadowsDef::mVisibilityMask

Viewport's visibility mask while rendering our pass Please don't write to this directly.

Use setVisibilityMask()


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