OGRE-Next
4.0.0unstable
Object-Oriented Graphics Rendering Engine
|
#include <OgreCompositorPassWarmUpDef.h>
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 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 | |
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... | |
|
inline |
References Ogre::LoadAction::Clear, and Ogre::StoreAction::StoreOrResolve.
|
inline |
References Ogre::VisibilityFlags::RESERVED_VISIBILITY_FLAGS.
IdString Ogre::CompositorPassWarmUpDef::mCameraName |
When empty, uses the default camera.
bool Ogre::CompositorPassWarmUpDef::mEnableForwardPlus |
See CompositorPassSceneDef::mEnableForwardPlus TODO: Maybe it's best to hold a PassSceneDef child?
uint8 Ogre::CompositorPassWarmUpDef::mFirstRQ |
First Render Queue ID to render. Inclusive.
uint8 Ogre::CompositorPassWarmUpDef::mLastRQ |
Last Render Queue ID to render. Not inclusive.
Mode Ogre::CompositorPassWarmUpDef::mMode |
IdString Ogre::CompositorPassWarmUpDef::mShadowNode |
ShadowNodeRecalculation Ogre::CompositorPassWarmUpDef::mShadowNodeRecalculation |
uint32 Ogre::CompositorPassWarmUpDef::mVisibilityMask |
Viewport's visibility mask while pretending to render our pass Please don't write to this directly.