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

#include <OgreCompositorPassWarmUpDef.h>

+ Inheritance diagram for Ogre::CompositorPassWarmUpDef:

Public Types

enum  Mode : uint8 { CollectAndTrigger = 0x3 , Collect = 0x1 , Trigger = 0x2 }
 
- Public Types inherited from Ogre::CompositorPassDef
typedef vector< UavDependency >::type UavDependencyVec
 

Public Member Functions

 CompositorPassWarmUpDef (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

IdString mCameraName
 When empty, uses the default camera. More...
 
bool mEnableForwardPlus
 See CompositorPassSceneDef::mEnableForwardPlus TODO: Maybe it's best to hold a PassSceneDef child? More...
 
uint8 mFirstRQ
 First Render Queue ID to render. Inclusive. More...
 
uint8 mLastRQ
 Last Render Queue ID to render. Not inclusive. More...
 
Mode mMode
 See CompositorPassWarmUpDef::Mode. More...
 
IdString mShadowNode
 
ShadowNodeRecalculation mShadowNodeRecalculation
 
uint32 mVisibilityMask
 Viewport's visibility mask while pretending to render 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...
 

Member Enumeration Documentation

◆ Mode

Enumerator
CollectAndTrigger 

This pass will collect all shaders and compile them.

Collect 

This pass will collect all shaders.

Useful when multiple pass must accumulate many shaders. Another pass will be the one to compile them.

Trigger 

Compile all shaders accumulated by previous passes set to 'Collect'.

Constructor & Destructor Documentation

◆ CompositorPassWarmUpDef()

Ogre::CompositorPassWarmUpDef::CompositorPassWarmUpDef ( CompositorNodeDef parentNodeDef,
CompositorTargetDef parentTargetDef 
)
inline

Member Function Documentation

◆ setVisibilityMask()

void Ogre::CompositorPassWarmUpDef::setVisibilityMask ( uint32  visibilityMask)
inline

Member Data Documentation

◆ mCameraName

IdString Ogre::CompositorPassWarmUpDef::mCameraName

When empty, uses the default camera.

◆ mEnableForwardPlus

bool Ogre::CompositorPassWarmUpDef::mEnableForwardPlus

See CompositorPassSceneDef::mEnableForwardPlus TODO: Maybe it's best to hold a PassSceneDef child?

◆ mFirstRQ

uint8 Ogre::CompositorPassWarmUpDef::mFirstRQ

First Render Queue ID to render. Inclusive.

◆ mLastRQ

uint8 Ogre::CompositorPassWarmUpDef::mLastRQ

Last Render Queue ID to render. Not inclusive.

◆ mMode

Mode Ogre::CompositorPassWarmUpDef::mMode

◆ mShadowNode

IdString Ogre::CompositorPassWarmUpDef::mShadowNode

◆ mShadowNodeRecalculation

ShadowNodeRecalculation Ogre::CompositorPassWarmUpDef::mShadowNodeRecalculation

◆ mVisibilityMask

uint32 Ogre::CompositorPassWarmUpDef::mVisibilityMask

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

Use setVisibilityMask()


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