Castor3D 0.16.0
Multiplatform 3D engine
Public Member Functions | Public Attributes | List of all members
castor3d::RenderTechniquePassDesc Struct Reference

#include <RenderTechniquePass.hpp>

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Public Member Functions

 RenderTechniquePassDesc (bool environment, SsaoConfig const &ssaoConfig)
 
RenderTechniquePassDescindirect (IndirectLightingData value)
 
RenderTechniquePassDescssao (Texture const &value)
 
RenderTechniquePassDeschasVelocity (bool value)
 
RenderTechniquePassDescaddShaderFlag (ShaderFlags value)
 
RenderTechniquePassDescshaderFlags (ShaderFlags value)
 
RenderTechniquePassDescclustersConfig (ClustersConfig const *value)
 
RenderTechniquePassDescoutputScattering (bool value=true)
 

Public Attributes

SsaoConfig const * m_ssaoConfig {}
 
Texture const * m_ssao {}
 
IndirectLightingData m_indirectLighting
 
ShaderFlags m_shaderFlags
 
ClustersConfig const * m_clustersConfig {}
 
bool m_outputScattering {}
 

Constructor & Destructor Documentation

◆ RenderTechniquePassDesc()

castor3d::RenderTechniquePassDesc::RenderTechniquePassDesc ( bool environment,
SsaoConfig const & ssaoConfig )
inline

Member Function Documentation

◆ addShaderFlag()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::addShaderFlag ( ShaderFlags value)
inline
Parameters
[in]valuetrue if the pass writes to velocity texture.

References m_shaderFlags.

◆ clustersConfig()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::clustersConfig ( ClustersConfig const * value)
inline
Parameters
[in]valueThe clusters configuration.

References m_clustersConfig.

◆ hasVelocity()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::hasVelocity ( bool value)
inline
Parameters
[in]valuetrue if the pass writes to velocity texture.

References castor3d::eVelocity, and m_shaderFlags.

◆ indirect()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::indirect ( IndirectLightingData value)
inline
Parameters
[in]valueThe LPV configuration.

References m_indirectLighting.

◆ outputScattering()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::outputScattering ( bool value = true)
inline
Parameters
[in]valuetrue to output light scattering.

References m_outputScattering.

◆ shaderFlags()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::shaderFlags ( ShaderFlags value)
inline
Parameters
[in]valuetrue if the pass writes to velocity texture.

References m_shaderFlags.

◆ ssao()

RenderTechniquePassDesc & castor3d::RenderTechniquePassDesc::ssao ( Texture const & value)
inline
Parameters
[in]valueThe LPV result.

References m_ssao.

Member Data Documentation

◆ m_clustersConfig

ClustersConfig const* castor3d::RenderTechniquePassDesc::m_clustersConfig {}

Referenced by clustersConfig().

◆ m_indirectLighting

IndirectLightingData castor3d::RenderTechniquePassDesc::m_indirectLighting

Referenced by indirect().

◆ m_outputScattering

bool castor3d::RenderTechniquePassDesc::m_outputScattering {}

Referenced by outputScattering().

◆ m_shaderFlags

ShaderFlags castor3d::RenderTechniquePassDesc::m_shaderFlags
Initial value:
@ eViewSpace
Shader using view space positions.
@ eTangentSpace
Shader using tangent space.
@ eColour
Shader uses the colour component.
@ eOpacity
Shader using opacity.
@ eWorldSpace
Shader using world space positions.
@ eLighting
Shader supporting lighting.

Referenced by addShaderFlag(), hasVelocity(), RenderTechniquePassDesc(), and shaderFlags().

◆ m_ssao

Texture const* castor3d::RenderTechniquePassDesc::m_ssao {}

Referenced by ssao().

◆ m_ssaoConfig

SsaoConfig const* castor3d::RenderTechniquePassDesc::m_ssaoConfig {}

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