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.
◆ getMinRQ()
int nkGraphics::RenderScenePass::getMinRQ |
( |
| ) |
const |
- Returns
- The minimum indexed render queue rendered.
◆ getMaxRQ()
int nkGraphics::RenderScenePass::getMaxRQ |
( |
| ) |
const |
- Returns
- The maximum indexed render queue rendered.
◆ getSpecialRQ()
RenderQueue* nkGraphics::RenderScenePass::getSpecialRQ |
( |
| ) |
const |
- Returns
- The special (named) render queue rendered.
◆ getRenderCam()
Camera* nkGraphics::RenderScenePass::getRenderCam |
( |
| ) |
const |
- Returns
- The rendering cam used for the pass.
◆ getCullingCam()
Camera* nkGraphics::RenderScenePass::getCullingCam |
( |
| ) |
const |
- Returns
- The culling camera used for the pass.
◆ getLodCam()
Camera* nkGraphics::RenderScenePass::getLodCam |
( |
| ) |
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).
◆ setMinRQ()
void nkGraphics::RenderScenePass::setMinRQ |
( |
int |
value | ) |
|
Sets the minimum index of the render queues rendered. By default, it is -1, which means all queues.
- Parameters
-
value | The index for the boundary. |
◆ setMaxRQ()
void nkGraphics::RenderScenePass::setMaxRQ |
( |
int |
value | ) |
|
Sets the maximum index of the render queues rendered. By default, it is -1, which means all queues.
- Parameters
-
value | The index of the boundary. |
◆ setSpecialRQ()
Sets the special (named) render queue to render.
- Parameters
-
name | The name of the queue to render. |
◆ setRenderCam()
void nkGraphics::RenderScenePass::setRenderCam |
( |
Camera * |
cam | ) |
|
Sets the render camera used for the pass.
- Parameters
-
◆ setCullingCam()
void nkGraphics::RenderScenePass::setCullingCam |
( |
Camera * |
cam | ) |
|
Sets the culling camera used for the pass.
- Parameters
-
◆ setLodCam()
void nkGraphics::RenderScenePass::setLodCam |
( |
Camera * |
cam | ) |
|
Sets the LOD camera used for the pass.
- Parameters
-
◆ setBlendState()
virtual void nkGraphics::RenderScenePass::setBlendState |
( |
BlendState * |
state | ) |
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|
virtual |
Sets the blend state to use for the pass.
- Parameters
-
◆ setRasterState()
virtual void nkGraphics::RenderScenePass::setRasterState |
( |
RasterState * |
state | ) |
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virtual |
Sets the raster state to use for the pass.
- Parameters
-
◆ setDepthStencilState()
virtual void nkGraphics::RenderScenePass::setDepthStencilState |
( |
DepthStencilState * |
state | ) |
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|
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 |
◆ importClassFromTree()
virtual void nkGraphics::RenderScenePass::importClassFromTree |
( |
nkExport::Node * |
rootNode | ) |
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overridevirtual |
The documentation for this class was generated from the following file: