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

RenderQueuegetRenderQueue () const
 
CameragetRenderCamera () const
 
CameragetCullingCamera () const
 
CameragetLodCamera () const
 
BlendStategetBlendState () const
 
RasterStategetRasterState () const
 
DepthStencilStategetDepthStencilState () 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
 
TargetOperationsgetParent () 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: