OGRE-Next
4.0.0unstable
Object-Oriented Graphics Rendering Engine
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#include <OgreCompositorPassIblSpecularDef.h>
Public Member Functions | |
CompositorPassIblSpecularDef (CompositorNodeDef *parentNodeDef, CompositorTargetDef *parentTargetDef) | |
~CompositorPassIblSpecularDef () | |
IdString | getInputTextureName () const |
IdString | getOutputTextureName () const |
void | setCubemapInput (const String &textureName) |
void | setCubemapOutput (const String &textureName) |
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 | mForceMipmapFallback |
Force this pass to behave like GENERATE_MIPMAPS, regardless of compute shader support. More... | |
Vector4 | mIblCorrectionVSH |
Value Saturation Hue. More... | |
CompositorNodeDef * | mParentNodeDef |
float | mSamplesPerIteration |
float | mSamplesSingleIterationFallback |
Value to use when we can't spread IBL generation over multiple frames (mNumInitialPasses != std::numeric_limits<uint32>::max()) due to GPU not having RSC_TYPED_UAV_LOADS. 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 |
Ogre::CompositorPassIblSpecularDef::~CompositorPassIblSpecularDef | ( | ) |
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inline |
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inline |
void Ogre::CompositorPassIblSpecularDef::setCubemapInput | ( | const String & | textureName | ) |
textureName | Name of the texture (can come from input channel, local textures, or global ones) |
void Ogre::CompositorPassIblSpecularDef::setCubemapOutput | ( | const String & | textureName | ) |
bool Ogre::CompositorPassIblSpecularDef::mForceMipmapFallback |
Force this pass to behave like GENERATE_MIPMAPS, regardless of compute shader support.
Vector4 Ogre::CompositorPassIblSpecularDef::mIblCorrectionVSH |
Value Saturation Hue.
CompositorNodeDef* Ogre::CompositorPassIblSpecularDef::mParentNodeDef |
float Ogre::CompositorPassIblSpecularDef::mSamplesPerIteration |
float Ogre::CompositorPassIblSpecularDef::mSamplesSingleIterationFallback |
Value to use when we can't spread IBL generation over multiple frames (mNumInitialPasses != std::numeric_limits<uint32>::max()) due to GPU not having RSC_TYPED_UAV_LOADS.