Ignition Rendering

API Reference

5.0.0

Ogre2 Implementation of a render pass. More...

#include <Ogre2RenderPass.hh>

Public Member Functions

virtual ~Ogre2RenderPass ()
 Destructor. More...
 
virtual void CreateRenderPass ()
 Create the render pass using ogre compositor. More...
 
void Destroy () override
 
std::string OgreCompositorNodeDefinitionName () const
 Get the ogre compositor node definition name for this render pass. More...
 
- Public Member Functions inherited from BaseRenderPass< Ogre2Object >
virtual ~BaseRenderPass ()
 Destructor. More...
 
virtual bool IsEnabled () const override
 Get whether or not the render pass is enabled. More...
 
virtual void SetEnabled (bool _enabled) override
 Set to enable or disable the render pass. More...
 
- Public Member Functions inherited from RenderPass
virtual ~RenderPass ()
 Destructor. More...
 
- Public Member Functions inherited from Object
virtual ~Object ()
 Destructor. More...
 
virtual unsigned int Id () const =0
 Get the object ID. This ID will be unique across all objects inside a given scene, but necessarily true for objects across different scenes. More...
 
virtual std::string Name () const =0
 Get the object name. This name will be unique across all objects inside a given scene, but necessarily true for objects across different scenes. More...
 
virtual void PostRender ()=0
 Post process this object and any of its children after rendering. More...
 
virtual void PreRender ()=0
 Prepare this object and any of its children for rendering. This should be called for each object in a scene just before rendering, which can be achieved by a single call to Scene::PreRender. More...
 
virtual ScenePtr Scene () const =0
 Get the Scene that created this object. More...
 
- Public Member Functions inherited from Ogre2Object
virtual ~Ogre2Object ()
 Destructor. More...
 
virtual ScenePtr Scene () const override
 
- Public Member Functions inherited from BaseObject
virtual ~BaseObject ()
 
virtual unsigned int Id () const override
 
virtual std::string Name () const override
 
virtual void PostRender () override
 
virtual void PreRender () override
 

Protected Member Functions

 Ogre2RenderPass ()
 Constructor. More...
 
- Protected Member Functions inherited from BaseRenderPass< Ogre2Object >
 BaseRenderPass ()
 Constructor. More...
 
- Protected Member Functions inherited from Ogre2Object
 Ogre2Object ()
 Constructor. More...
 
- Protected Member Functions inherited from BaseObject
 BaseObject ()
 
virtual void Init ()
 
virtual void Load ()
 

Protected Attributes

std::string ogreCompositorNodeDefName
 Name of the ogre compositor node definition. More...
 
- Protected Attributes inherited from BaseRenderPass< Ogre2Object >
bool enabled
 Flag to indicate if render pass is enabled or not. More...
 
- Protected Attributes inherited from Ogre2Object
Ogre2ScenePtr scene
 Pointer to the ogre scene. More...
 
- Protected Attributes inherited from BaseObject
unsigned int id
 
std::string name
 

Detailed Description

Ogre2 Implementation of a render pass.

The ogre2 compositor chain in ign-rendering is set up as follows:

  • Base scene pass -> [0..N] RenderPass'es -> Final compositor pass. This is set up by Ogre2RenderTarget which loads the compositor workspace definiton from script. The base scene pass node is responsible for rendering the initial scene and passes its output to any RenderPass'es that are added to the RenderTarget. Each RenderPass has its own ogre compositor node that receives the output from the previous RenderPass as input, applies its own pass over the input, and sends the result to the next RenderPass. Note that the Ogre2RenderPass class provides the node definition only and the actual node creation work is done in the Ogre2RenderTarget class when the whole workspace is constructed.

Constructor & Destructor Documentation

◆ Ogre2RenderPass()

Ogre2RenderPass ( )
protected

Constructor.

◆ ~Ogre2RenderPass()

virtual ~Ogre2RenderPass ( )
virtual

Destructor.

Member Function Documentation

◆ CreateRenderPass()

virtual void CreateRenderPass ( )
virtual

Create the render pass using ogre compositor.

Reimplemented in Ogre2GaussianNoisePass.

◆ Destroy()

void Destroy ( )
overridevirtual

Reimplemented from BaseObject.

◆ OgreCompositorNodeDefinitionName()

std::string OgreCompositorNodeDefinitionName ( ) const

Get the ogre compositor node definition name for this render pass.

Member Data Documentation

◆ ogreCompositorNodeDefName

std::string ogreCompositorNodeDefName
protected

Name of the ogre compositor node definition.


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