OGRE-Next
4.0.0unstable
Object-Oriented Graphics Rendering Engine
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Implementation of CompositorPass. More...
#include <OgreCompositorPassWarmUp.h>
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 |
Camera * | getCamera () |
const CompositorPassWarmUpDef * | getDefinition () const |
CompositorShadowNode * | getShadowNode () 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 TextureGpu * | getAnyTargetTexture () const |
Contains the first valid texture in mRenderPassDesc, to be used for reference (e.g. More... | |
const CompositorPassDef * | getDefinition () const |
const CompositorNode * | getParentNode () const |
RenderPassDescriptor * | getRenderPassDesc () const |
const ResourceTransitionArray & | getResourceTransitions () const |
const CompositorTextureVec & | getTextureDependencies () 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 () |
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.