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OGRE-Next 3.0.0
Object-Oriented Graphics Rendering Engine
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CompositorPassShadows This class enables force-updating multiple shadow nodes in batch in its own pass. More...
#include <OgreCompositorPassShadows.h>
Inheritance diagram for Ogre::CompositorPassShadows:Public Member Functions | |
| CompositorPassShadows (const CompositorPassShadowsDef *definition, Camera *defaultCamera, CompositorNode *parentNode, const RenderTargetViewDef *rtv) | |
| ~CompositorPassShadows () override | |
| void | execute (const Camera *lodCamera) override |
| Camera * | getCullCamera () const |
| const FastArray< CompositorShadowNode * > & | getShadowNodes () const |
Public Member Functions inherited from Ogre::CompositorPass | |
| 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. | |
| 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 () |
CompositorPassShadows This class enables force-updating multiple shadow nodes in batch in its own pass.
This is useful because shadow nodes may "break" a render pass in 3:
- Normal rendering to RT - Shadow node update - Continue Normal rendering to the same RT
This is an unnecessary performance hit on mobile (TBDR) thus executing them earlier allows for a smooth:
- Shadow node update (all of them? Up to you) - Normal rendering to RT
Don't forget to set shadow nodes to reuse in the pass scene passes or else you may overwrite them unnecessarily
| Ogre::CompositorPassShadows::CompositorPassShadows | ( | const CompositorPassShadowsDef * | definition, |
| Camera * | defaultCamera, | ||
| CompositorNode * | parentNode, | ||
| const RenderTargetViewDef * | rtv ) |
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override |
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overridevirtual |
Implements Ogre::CompositorPass.
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inline |
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