OGRE-Next 3.0.0
Object-Oriented Graphics Rendering Engine
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Ogre::CompositorPassScene Class Reference

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>

Inheritance diagram for Ogre::CompositorPassScene:

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
Public Member Functions inherited from Ogre::CompositorPass
 CompositorPass (const CompositorPassDef *definition, CompositorNode *parentNode)
virtual ~CompositorPass ()
ResourceTransitionArray & _getResourceTransitionsNonConst ()
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 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 ()

Detailed Description

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

Author
Matias N. Goldberg
Version
1.0

Constructor & Destructor Documentation

◆ CompositorPassScene()

Ogre::CompositorPassScene::CompositorPassScene ( const CompositorPassSceneDef * definition,
Camera * defaultCamera,
const RenderTargetViewDef * rtv,
CompositorNode * parentNode )

Constructor.

Parameters
definition
defaultCameraUsed when the definition's camera name is empty
workspaceWorkspace that ultimately owns us
targetThe RenderTarget we're supposed to draw to. Can be RenderWindow, RenderTexture, MRT, etc

◆ ~CompositorPassScene()

Ogre::CompositorPassScene::~CompositorPassScene ( )
override

Member Function Documentation

◆ _setCustomCamera()

void Ogre::CompositorPassScene::_setCustomCamera ( Camera * camera)
inline

◆ _setCustomCullCamera()

void Ogre::CompositorPassScene::_setCustomCullCamera ( Camera * camera)
inline

◆ _setUpdateShadowNode()

void Ogre::CompositorPassScene::_setUpdateShadowNode ( bool update)
inline

◆ execute()

void Ogre::CompositorPassScene::execute ( const Camera * lodCamera)
overridevirtual

Implements Ogre::CompositorPass.

◆ getCamera()

Camera * Ogre::CompositorPassScene::getCamera ( ) const
inline

◆ getCullCamera()

Camera * Ogre::CompositorPassScene::getCullCamera ( ) const
inline

◆ getDefinition()

const CompositorPassSceneDef * Ogre::CompositorPassScene::getDefinition ( ) const
inline

◆ getShadowNode()

CompositorShadowNode * Ogre::CompositorPassScene::getShadowNode ( ) const
inline

◆ getUpdateShadowNode()

bool Ogre::CompositorPassScene::getUpdateShadowNode ( ) const
inline

◆ notifyCleared()

void Ogre::CompositorPassScene::notifyCleared ( )
overridevirtual

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