OGRE-Next: Ogre::CompositorPassShadowsDef Class Reference

| OGRE-Next 3.0.0 Object-Oriented Graphics Rendering Engine

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Public Member Functions | Public Attributes | List of all members
Ogre::CompositorPassShadowsDef Class Reference
Core » Effects

`#include <OgreCompositorPassShadowsDef.h>`

Inheritance diagram for Ogre::CompositorPassShadowsDef:
[legend]

## Public Member Functions
| CompositorPassShadowsDef (CompositorNodeDef *parentNodeDef, CompositorTargetDef *parentTargetDef)
void | setVisibilityMask (uint32 visibilityMask)
Public Member Functions inherited from Ogre::CompositorPassDef
| CompositorPassDef (CompositorPassType passType, CompositorTargetDef *parentTargetDef)
virtual | ~CompositorPassDef ()
const CompositorTargetDef * | getParentTargetDef () const
uint32 | getRtIndex () const
CompositorPassType | getType () const
void | setAllClearColours (const ColourValue &clearValue)
void | setAllLoadActions (LoadAction::LoadAction loadAction)
void | setAllStoreActions (StoreAction::StoreAction storeAction)

## Public Attributes
bool | mCameraCubemapReorient
| When true, the camera will be rotated 90°, -90° or 180° depending on the value of mRtIndex and then restored to its original rotation after we're done.
IdString | mCameraName
| When empty, uses the default camera.
IdString | mCullCameraName
| When empty, it implies mCameraName == mCullCameraName.
IdString | mLodCameraName
| When empty, it implies mCameraName == mLodCameraName; except for shadow nodes.
FastArray< IdString > | mShadowNodes
| Name of shadow nodes to update.
uint32 | mVisibilityMask
| Viewport's visibility mask while rendering our pass Please don't write to this directly.
Public Attributes inherited from Ogre::CompositorPassDef
ColourValue | mClearColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
float | mClearDepth
uint32 | mClearStencil
bool | mColourWrite
| When false will not really bind the RenderTarget for rendering and use a null colour buffer instead.
uint8 | mExecutionMask
IdStringVec | mExposedTextures
bool | mFlushCommandBuffers
| Whether to flush the command buffer at the end of the pass.
uint32 | mIdentifier
| Custom value in case there's a listener attached (to identify the pass)
bool | mIncludeOverlays
| TODO: Refactor OgreOverlay to remove this design atrocity.
LoadAction::LoadAction | mLoadActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
LoadAction::LoadAction | mLoadActionDepth
LoadAction::LoadAction | mLoadActionStencil
uint32 | mNumInitialPasses
| Number of times to perform the pass before stopping. -1 to never stop.
uint32 | mNumViewports
String | mProfilingId
bool | mReadOnlyDepth
bool | mReadOnlyStencil
bool | mShadowMapFullViewport
| Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes).
uint32 | mShadowMapIdx
| Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)
bool | mSkipLoadStoreSemantics
| Ignore mLoadAction*‍/mStoreAction*.
StoreAction::StoreAction | mStoreActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
StoreAction::StoreAction | mStoreActionDepth
StoreAction::StoreAction | mStoreActionStencil
UavDependencyVec | mUavDependencies
uint8 | mViewportModifierMask
ViewportRect | mVpRect [16]
| Viewport's region to draw.
bool | mWarnIfRtvWasFlushed
| Will issue a warning (by raising an exception) if Ogre is forced to flush the RenderTarget, which is very bad for performance on mobile, and can cause serious performance problems in Desktop if using MSAA, and also cause correctness problems (i.e.

## Additional Inherited Members
Public Types inherited from Ogre::CompositorPassDef
typedef vector< UavDependency >::type | UavDependencyVec

## Constructor & Destructor Documentation

## ◆ CompositorPassShadowsDef()

Ogre::CompositorPassShadowsDef::CompositorPassShadowsDef | ( | CompositorNodeDef * | parentNodeDef,
|  | CompositorTargetDef * | parentTargetDef )

## Member Function Documentation

## ◆ setVisibilityMask()

void Ogre::CompositorPassShadowsDef::setVisibilityMask | ( | uint32 | visibilityMask | ) |

## Member Data Documentation

## ◆ mCameraCubemapReorient

bool Ogre::CompositorPassShadowsDef::mCameraCubemapReorient

When true, the camera will be rotated 90°, -90° or 180° depending on the value of mRtIndex and then restored to its original rotation after we're done.

## ◆ mCameraName

IdString Ogre::CompositorPassShadowsDef::mCameraName

When empty, uses the default camera.

## ◆ mCullCameraName

IdString Ogre::CompositorPassShadowsDef::mCullCameraName

When empty, it implies mCameraName == mCullCameraName.

## ◆ mLodCameraName

IdString Ogre::CompositorPassShadowsDef::mLodCameraName

When empty, it implies mCameraName == mLodCameraName; except for shadow nodes.

For shadow nodes, when empty, it will use the receiver's lod camera.

## ◆ mShadowNodes

FastArray<IdString> Ogre::CompositorPassShadowsDef::mShadowNodes

Name of shadow nodes to update.

## ◆ mVisibilityMask

uint32 Ogre::CompositorPassShadowsDef::mVisibilityMask

Viewport's visibility mask while rendering our pass Please don't write to this directly.

Use setVisibilityMask()

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

- OgreCompositorPassShadowsDef.h