A pass rendering render queues.
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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.
◆ 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()
- 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
-
queue | The queue to render. |
◆ setRenderCamera()
void nkGraphics::RenderScenePass::setRenderCamera |
( |
Camera * |
cam | ) |
|
Sets the render camera used for the pass.
- Parameters
-
◆ setCullingCamera()
void nkGraphics::RenderScenePass::setCullingCamera |
( |
Camera * |
cam | ) |
|
Sets the culling camera used for the pass.
- Parameters
-
◆ setLodCamera()
void nkGraphics::RenderScenePass::setLodCamera |
( |
Camera * |
cam | ) |
|
Sets the LOD camera used for the pass.
- Parameters
-
◆ setBlendState()
virtual void nkGraphics::RenderScenePass::setBlendState |
( |
BlendState * |
state | ) |
|
|
virtual |
Sets the blend state to use for the pass.
- Parameters
-
◆ setRasterState()
virtual void nkGraphics::RenderScenePass::setRasterState |
( |
RasterState * |
state | ) |
|
|
virtual |
Sets the raster state to use for the pass.
- Parameters
-
◆ setDepthStencilState()
virtual void nkGraphics::RenderScenePass::setDepthStencilState |
( |
DepthStencilState * |
state | ) |
|
|
virtual |
Sets the depth and stencil state to use for the pass.
- Parameters
-
◆ 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
-
value | If transparent meshes will be rendered (true) or not (false). |
◆ exportClassToTree()
virtual void nkGraphics::RenderScenePass::exportClassToTree |
( |
nkExport::Node * |
rootNode | ) |
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|
overridevirtual |
Exports an item into a tree describing its structure and its data.
- Parameters
-
rootNode | The 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
-
rootNode | The 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: