OGRE-Next  4.0.0unstable
Object-Oriented Graphics Rendering Engine
Ogre::CompositorPassWarmUp Class Reference

Implementation of CompositorPass. More...

#include <OgreCompositorPassWarmUp.h>

+ Inheritance diagram for Ogre::CompositorPassWarmUp:

Public Member Functions

 CompositorPassWarmUp (const CompositorPassWarmUpDef *definition, Camera *defaultCamera, CompositorNode *parentNode, const RenderTargetViewDef *rtv)
 
 ~CompositorPassWarmUp () override=default
 
void _setUpdateShadowNode (bool update)
 
void execute (const Camera *lodCamera) override
 
CameragetCamera ()
 
const CompositorPassWarmUpDefgetDefinition () const
 
CompositorShadowNodegetShadowNode () const
 
- Public Member Functions inherited from Ogre::CompositorPass
 CompositorPass (const CompositorPassDef *definition, CompositorNode *parentNode)
 
virtual ~CompositorPass ()
 
ResourceTransitionArray_getResourceTransitionsNonConst ()
 
virtual void analyzeBarriers (const bool bClearBarriers=true)
 Bakes all of the memory barriers / resource transition that will be needed before executing a GPU command like rendering, copying/blit or compute. More...
 
Vector2 getActualDimensions () const
 
const CompositorPassDefgetDefinition () const
 
const CompositorNodegetParentNode () const
 
RenderPassDescriptorgetRenderPassDesc () const
 
const ResourceTransitionArraygetResourceTransitions () const
 
const CompositorTextureVecgetTextureDependencies () const
 
CompositorPassType getType () const
 
Real getViewportAspectRatio (size_t vpIdx)
 
virtual void notifyCleared ()
 
virtual void notifyDestroyed (const UavBufferPacked *buffer)
 
virtual void notifyDestroyed (TextureGpu *channel)
 
virtual bool notifyRecreated (const TextureGpu *channel)
 
virtual void notifyRecreated (const UavBufferPacked *oldBuffer, UavBufferPacked *newBuffer)
 
void profilingBegin ()
 
void profilingEnd ()
 
virtual void resetNumPassesLeft ()
 

Detailed Description

Implementation of CompositorPass.

This implementation simulates rendering but doesn't actually render and tries to bypass as much as possible.

The main goal is to reach shader compilation and PSO creation of all objects on scene, taking visibility flags and RenderQueue IDs into consideration but ignoring camera frustum culling.

Due to some technical challenges, we require more information than what should be strictly necessary. For example we require a valid Camera pointer because some V1 objects include Vertex Layout creation inside updateRenderQueue (which requires a camera to perform per-billboard orientation facing), however a Camera in theory shouldn't be necessary.

Author
Matias N. Goldberg
Version
1.0

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