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OGRE-Next 3.0.0
Object-Oriented Graphics Rendering Engine
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Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
#include <OgreCompositorPassScene.h>
Public Member Functions | |
CompositorPassScene (const CompositorPassSceneDef *definition, Camera *defaultCamera, const RenderTargetViewDef *rtv, CompositorNode *parentNode) | |
Constructor. | |
~CompositorPassScene () override | |
void | _setCustomCamera (Camera *camera) |
void | _setCustomCullCamera (Camera *camera) |
void | _setUpdateShadowNode (bool update) |
void | execute (const Camera *lodCamera) override |
Camera * | getCamera () const |
Camera * | getCullCamera () const |
const CompositorPassSceneDef * | getDefinition () const |
CompositorShadowNode * | getShadowNode () const |
bool | getUpdateShadowNode () const |
void | notifyCleared () override |
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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. | |
virtual void | execute (const Camera *lodCameraconst)=0 |
Vector2 | getActualDimensions () const |
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 will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene.
into the specified RenderTarget
Ogre::CompositorPassScene::CompositorPassScene | ( | const CompositorPassSceneDef * | definition, |
Camera * | defaultCamera, | ||
const RenderTargetViewDef * | rtv, | ||
CompositorNode * | parentNode | ||
) |
Constructor.
definition | |
defaultCamera | Used when the definition's camera name is empty |
workspace | Workspace that ultimately owns us |
target | The RenderTarget we're supposed to draw to. Can be RenderWindow, RenderTexture, MRT, etc |
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Implements Ogre::CompositorPass.
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Reimplemented from Ogre::CompositorPass.