API Documentation
Public Member Functions | List of all members
nkGraphics::RenderScenePass Class Reference

A pass rendering render queues. More...

Inheritance diagram for nkGraphics::RenderScenePass:
nkGraphics::Pass nkExport::Exportable nkGraphics::MonoMaterialPass

Public Member Functions

RenderQueue * getRenderQueue () const
 
Camera * getRenderCamera () const
 
Camera * getCullingCamera () const
 
Camera * getLodCamera () const
 
BlendState * getBlendState () const
 
RasterState * getRasterState () const
 
DepthStencilState * getDepthStencilState () const
 
bool isTransparentPass () const
 
void setRenderQueue (RenderQueue *queue)
 
void setRenderCamera (Camera *cam)
 
void setCullingCamera (Camera *cam)
 
void setLodCamera (Camera *cam)
 
virtual void setBlendState (BlendState *state)
 
virtual void setRasterState (RasterState *state)
 
virtual void setDepthStencilState (DepthStencilState *state)
 
void setTransparentPass (bool value)
 
virtual void exportClassToTree (nkExport::Node *rootNode) override
 
virtual void importClassFromTree (nkExport::Node *rootNode) override
 
- Public Member Functions inherited from nkGraphics::Pass
 Pass (System *system) noexcept
 
virtual ~Pass ()
 
System * getSystem () const
 
TargetOperations * getParent () const
 
PASS_TYPE getType () const
 
nkMemory::StringView getName () const
 
void setParent (TargetOperations *parent)
 
void setName (nkMemory::StringView name)
 
- Public Member Functions inherited from nkExport::Exportable
 Exportable () noexcept
 
virtual ~Exportable ()
 

Detailed Description

A pass rendering render queues.

It uses the meshes within the queues, each having potentially a different shader set using the their Entity.
See TargetOperations::addRenderScenePass() for use.

Member Function Documentation

◆ getRenderQueue()

RenderQueue* nkGraphics::RenderScenePass::getRenderQueue ( ) const
Returns
The special (named) render queue rendered.

◆ getRenderCamera()

Camera* nkGraphics::RenderScenePass::getRenderCamera ( ) const
Returns
The rendering cam used for the pass.

◆ getCullingCamera()

Camera* nkGraphics::RenderScenePass::getCullingCamera ( ) const
Returns
The culling camera used for the pass.

◆ getLodCamera()

Camera* nkGraphics::RenderScenePass::getLodCamera ( ) const
Returns
The LOD camera used for the pass.

◆ getBlendState()

BlendState* nkGraphics::RenderScenePass::getBlendState ( ) const
Returns
The blend state used for the pass.

◆ getRasterState()

RasterState* nkGraphics::RenderScenePass::getRasterState ( ) const
Returns
The raster state used for the pass.

◆ getDepthStencilState()

DepthStencilState* nkGraphics::RenderScenePass::getDepthStencilState ( ) const
Returns
The depth and stencil state used for the pass.

◆ isTransparentPass()

bool nkGraphics::RenderScenePass::isTransparentPass ( ) const
Returns
Whether the pass considers transparent rendering (true) or not (false).

◆ setRenderQueue()

void nkGraphics::RenderScenePass::setRenderQueue ( RenderQueue *  queue)

Sets the render queue to render.

Parameters
queueThe queue to render.

◆ setRenderCamera()

void nkGraphics::RenderScenePass::setRenderCamera ( Camera *  cam)

Sets the render camera used for the pass.

Parameters
camThe camera to use.

◆ setCullingCamera()

void nkGraphics::RenderScenePass::setCullingCamera ( Camera *  cam)

Sets the culling camera used for the pass.

Parameters
camThe camera to use.

◆ setLodCamera()

void nkGraphics::RenderScenePass::setLodCamera ( Camera *  cam)

Sets the LOD camera used for the pass.

Parameters
camThe camera to use.

◆ setBlendState()

virtual void nkGraphics::RenderScenePass::setBlendState ( BlendState *  state)
virtual

Sets the blend state to use for the pass.

Parameters
stateThe state to use.

◆ setRasterState()

virtual void nkGraphics::RenderScenePass::setRasterState ( RasterState *  state)
virtual

Sets the raster state to use for the pass.

Parameters
stateThe state to use.

◆ setDepthStencilState()

virtual void nkGraphics::RenderScenePass::setDepthStencilState ( DepthStencilState *  state)
virtual

Sets the depth and stencil state to use for the pass.

Parameters
stateThe state to use.

◆ setTransparentPass()

void nkGraphics::RenderScenePass::setTransparentPass ( bool  value)

Sets whether the pass should consider transparent rendering. Off by default.
Consider leaving it off whenever possible; when rendering transparent meshes rendering cannot be as performant.

Parameters
valueIf transparent meshes will be rendered (true) or not (false).

◆ exportClassToTree()

virtual void nkGraphics::RenderScenePass::exportClassToTree ( nkExport::Node *  rootNode)
overridevirtual

Exports an item into a tree describing its structure and its data.

Parameters
rootNodeThe node into which the object has to write its related information.

Reimplemented from nkGraphics::Pass.

Reimplemented in nkGraphics::MonoMaterialPass.

◆ importClassFromTree()

virtual void nkGraphics::RenderScenePass::importClassFromTree ( nkExport::Node *  rootNode)
overridevirtual

Imports information from a tree which is supposed to describe its structure and data.

Parameters
rootNodeThe root node of the tree holding the information.

Reimplemented from nkGraphics::Pass.

Reimplemented in nkGraphics::MonoMaterialPass.


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