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| ScenePass (glm::ivec2 resolution) |
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| void | beforeRender (Engine &engine, uint8_t pass) override |
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| void | afterRender (Engine &engine, uint8_t pass) override |
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gl::FBO * | FBO () |
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gl::Texture2D * | depthMap () |
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gl::Texture2D * | color () |
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| RenderPass (const RenderPass &)=delete |
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RenderPass & | operator= (const RenderPass &)=delete |
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| RenderPass (RenderPass &&) noexcept=delete |
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RenderPass & | operator= (RenderPass &&) noexcept=delete |
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virtual void | resize (glm::ivec2 resolution) |
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ID | id () const |
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uint8_t | passes () const |
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using | ID = uint16_t |
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const Material * | material = nullptr |
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const gl::FBO * | fbo = nullptr |
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std::optional< glm::ivec2 > | viewportSize = std::nullopt |
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static constexpr ID | DirectionalShadow = 1 << 0 |
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static constexpr ID | OmniShadow = 1 << 1 |
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static constexpr ID | Scene = 1 << 2 |
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static constexpr ID | SceneTransparent = 1 << 3 |
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static constexpr ID | Composite = 1 << 4 |
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| RenderPass (glm::ivec2 resolution, uint8_t passes=1) |
| | Constructs pass with next available ID, use only for custom passes.
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| RenderPass (glm::ivec2 resolution, ID id, uint8_t passes=1) |
| | Constructs pass with specific ID, use only for built-in passes.
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glm::ivec2 | m_resolution |
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◆ afterRender()
| void engine::ScenePass::afterRender |
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Engine & |
engine, |
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uint8_t |
pass |
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) |
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inlineoverridevirtual |
◆ beforeRender()
| void ScenePass::beforeRender |
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Engine & |
engine, |
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uint8_t |
pass |
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) |
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overridevirtual |
The documentation for this class was generated from the following files:
- src/render/concrete/ScenePass.h
- src/render/concrete/ScenePass.cpp