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API Documentation
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virtual void deletePass(unsigned int index)
virtual ~TargetOperations()
A pass doing an instanced draw, during which one mesh is drawn X times, in one go.
Definition: InstancingPass.h:15
Main interface with the component system.
Definition: System.h:14
A texture used for rendering, hosted on GPU.
Definition: Texture.h:35
An interface to define objects that can be exported using this component.
Definition: Exportable.h:15
A pass rendering the scene, using only one shader to render all the meshes enqueued.
Definition: MonoMaterialPass.h:16
unsigned int getPassCount() const
Holds all the information needed about a viewport.
Definition: Viewport.h:14
virtual RenderScenePass * addRenderScenePass(unsigned int index=-1)
void processPassObjectNode(nkExport::Node *passNode)
void processColorTargetObjectNode(nkExport::Node *targetNode)
unsigned int getBackBufferViewIndex() const
virtual void setToBackBuffer(bool val, unsigned int indexInArray=0)
Describes a target operation set.
Definition: TargetOperations.h:15
A pass rendering render queues.
Definition: RenderScenePass.h:15
A clear target pass, during which some targets are cleared.
Definition: ClearTargetsPass.h:15
virtual void importClassFromTree(nkExport::Node *rootNode) override
virtual void exportClassToTree(nkExport::Node *rootNode) override
virtual RaytracingPass * addRaytracingPass(unsigned int index=-1)
nkMemory::StringView getName() const
A compute pass, during which a compute dispatch is launched.
Definition: ComputePass.h:14
A post processing pass, during which a shader is used to render a quad fitting on the screen.
Definition: PostProcessPass.h:15
A node in the tree structure representing the data to export / import.
Definition: Node.h:42
virtual ClearTargetsPass * addClearTargetsPass(unsigned int index=-1)
virtual PostProcessPass * addPostProcessPass(unsigned int index=-1)
The base for a pass within a TargetOperations.
Definition: Pass.h:15
Pass * getPass(unsigned int index) const
int getColorTargetRenderIndex(unsigned int index) const
virtual void addColorTarget(const TargetDescriptor &targetDesc)
Texture * getDepthTarget() const
virtual void setDepthTarget(Texture *target)
virtual void changePassOrder(unsigned int fromIndex, unsigned int toIndex)
Class holding information about a string, with no ownership over the data.
Definition: StringView.h:22
virtual void changeColorTargetOrder(unsigned int fromIndex, unsigned int toIndex)
unsigned int getColorTargetCount() const
A raytracing pass. Dispatches rays, using hardware acceleration.
Definition: RaytracingPass.h:15
virtual void setToChainDepthBuffer(bool val)
TargetOperations & operator=(const TargetOperations &)=delete
TargetOperations(System *system) noexcept
virtual MonoMaterialPass * addMonoMaterialPass(unsigned int index=-1)
void setName(nkMemory::StringView name)
virtual ComputePass * addComputePass(unsigned int index=-1)
bool isToChainDepthBuffer() const
virtual void setColorTarget(const TargetDescriptor &targetDesc, unsigned int outputIndex=0)
virtual void removeColorTarget(unsigned int index)
Viewport * getOverloadedViewport() const
virtual InstancingPass * addInstancingPass(unsigned int index=-1)
Encompasses all API of component NilkinsGraphics.
Definition: BoundingBox.h:7
Texture * getColorTarget(unsigned int index) const
virtual void setOverloadedViewport(Viewport *value)
bool isToBackBuffer() const
TargetOperations(const TargetOperations &)=delete
Describes how a target should be addressed during rendering.
Definition: TargetDescriptor.h:14