OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::RenderToVertexBuffer Class Referenceabstract

An object which renders geometry to a vertex. More...

#include <OgreRenderToVertexBuffer.h>

Public Member Functions

 RenderToVertexBuffer ()
 
virtual ~RenderToVertexBuffer ()
 
unsigned int getMaxVertexCount () const
 Get the maximum number of vertices that the buffer will hold.
 
RenderOperation::OperationType getOperationType () const
 What type of primitives does this object generate?
 
void getRenderOperation (RenderOperation &op)
 Get the render operation for this buffer.
 
const MaterialPtrgetRenderToBufferMaterial ()
 Get the material which is used to render the geometry into the vertex buffer.
 
bool getResetsEveryUpdate () const
 Does this object reset its buffer each time it updates?
 
const RenderablegetSourceRenderable () const
 Get the source renderable of this object.
 
VertexDeclarationgetVertexDeclaration ()
 Get the vertex declaration that the pass will output.
 
virtual void reset ()
 Reset the vertex buffer to the initial state.
 
void setMaxVertexCount (unsigned int maxVertexCount)
 Set the maximum number of vertices that the buffer will hold.
 
void setOperationType (RenderOperation::OperationType operationType)
 Set the type of primitives that this object generates.
 
void setRenderToBufferMaterialName (const String &materialName)
 Set the material name which is used to render the geometry into the vertex buffer.
 
void setResetsEveryUpdate (bool resetsEveryUpdate)
 Set whether this object resets its buffers each time it updates.
 
void setSourceRenderable (Renderable *source)
 Set the source renderable of this object.
 
virtual void update (SceneManager *sceneMgr)=0
 Update the contents of this vertex buffer by rendering.
 

Detailed Description

An object which renders geometry to a vertex.

This is especially useful together with geometry shaders, as you can render procedural geometry which will get saved to a vertex buffer for reuse later, without regenerating it again. You can also create shaders that run on previous results of those shaders, creating stateful shaders.

Constructor & Destructor Documentation

◆ RenderToVertexBuffer()

Ogre::RenderToVertexBuffer::RenderToVertexBuffer ( )

◆ ~RenderToVertexBuffer()

virtual Ogre::RenderToVertexBuffer::~RenderToVertexBuffer ( )
virtual

Member Function Documentation

◆ getVertexDeclaration()

VertexDeclaration * Ogre::RenderToVertexBuffer::getVertexDeclaration ( )

Get the vertex declaration that the pass will output.

Use this object to set the elements of the buffer. Object will calculate buffers on its own. Only one source allowed!

◆ getMaxVertexCount()

unsigned int Ogre::RenderToVertexBuffer::getMaxVertexCount ( ) const
inline

Get the maximum number of vertices that the buffer will hold.

◆ setMaxVertexCount()

void Ogre::RenderToVertexBuffer::setMaxVertexCount ( unsigned int  maxVertexCount)
inline

Set the maximum number of vertices that the buffer will hold.

◆ getOperationType()

RenderOperation::OperationType Ogre::RenderToVertexBuffer::getOperationType ( ) const
inline

What type of primitives does this object generate?

◆ setOperationType()

void Ogre::RenderToVertexBuffer::setOperationType ( RenderOperation::OperationType  operationType)
inline

Set the type of primitives that this object generates.

◆ setResetsEveryUpdate()

void Ogre::RenderToVertexBuffer::setResetsEveryUpdate ( bool  resetsEveryUpdate)
inline

Set whether this object resets its buffers each time it updates.

◆ getResetsEveryUpdate()

bool Ogre::RenderToVertexBuffer::getResetsEveryUpdate ( ) const
inline

Does this object reset its buffer each time it updates?

◆ getRenderOperation()

void Ogre::RenderToVertexBuffer::getRenderOperation ( RenderOperation op)

Get the render operation for this buffer.

◆ update()

virtual void Ogre::RenderToVertexBuffer::update ( SceneManager sceneMgr)
pure virtual

Update the contents of this vertex buffer by rendering.

◆ reset()

virtual void Ogre::RenderToVertexBuffer::reset ( )
inlinevirtual

Reset the vertex buffer to the initial state.

In the next update, the source renderable will be used as input.

◆ setSourceRenderable()

void Ogre::RenderToVertexBuffer::setSourceRenderable ( Renderable source)
inline

Set the source renderable of this object.

During the first (and perhaps later) update of this object, this object's data will be used as input)

◆ getSourceRenderable()

const Renderable * Ogre::RenderToVertexBuffer::getSourceRenderable ( ) const
inline

Get the source renderable of this object.

◆ getRenderToBufferMaterial()

const MaterialPtr & Ogre::RenderToVertexBuffer::getRenderToBufferMaterial ( )
inline

Get the material which is used to render the geometry into the vertex buffer.

◆ setRenderToBufferMaterialName()

void Ogre::RenderToVertexBuffer::setRenderToBufferMaterialName ( const String materialName)

Set the material name which is used to render the geometry into the vertex buffer.


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