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| plRenderPipelinePass (const char *szName, bool bIsStereoAware=false) |
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void | SetName (const char *szName) |
| Sets the name of the pass.
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const char * | GetName () const |
| returns the name of the pass.
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bool | IsStereoAware () const |
| True if the render pipeline pass can handle stereo cameras correctly.
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virtual bool | GetRenderTargetDescriptions (const plView &view, const plArrayPtr< plGALTextureCreationDescription *const > inputs, plArrayPtr< plGALTextureCreationDescription > outputs)=0 |
| For a given input pin configuration, provide the output configuration of this node. Outputs is already resized to the number of output pins.
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virtual plGALTextureHandle | QueryTextureProvider (const plRenderPipelineNodePin *pPin, const plGALTextureCreationDescription &desc) |
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virtual void | InitRenderPipelinePass (const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs) |
| After GetRenderTargetDescriptions was called successfully for each pass, this function is called with the inputs and outputs for review. Disconnected pins have a nullptr value in the passed in arrays. This is the time to create additional resources that are not covered by the pins automatically, e.g. a picking texture or eye adaptation buffer.
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virtual void | Execute (const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs)=0 |
| Render into outputs. Both inputs and outputs are passed in with actual texture handles. Disconnected pins have a nullptr value in the passed in arrays. You can now create views and render target setups on the fly and fill the output targets with data.
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virtual void | ExecuteInactive (const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs) |
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virtual void | ReadBackProperties (plView *pView) |
| Allows for the pass to write data back using plView::SetRenderPassReadBackProperty. E.g. picking results etc.
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virtual plResult | Serialize (plStreamWriter &inout_stream) const |
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virtual plResult | Deserialize (plStreamReader &inout_stream) |
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void | RenderDataWithCategory (const plRenderViewContext &renderViewContext, plRenderData::Category category, plRenderDataBatch::Filter filter=plRenderDataBatch::Filter()) |
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PL_ALWAYS_INLINE plRenderPipeline * | GetPipeline () |
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PL_ALWAYS_INLINE const plRenderPipeline * | GetPipeline () const |
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void | InitializePins () |
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plHashedString | GetPinName (const plRenderPipelineNodePin *pPin) const |
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const plRenderPipelineNodePin * | GetPinByName (const char *szName) const |
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const plRenderPipelineNodePin * | GetPinByName (plHashedString sName) const |
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const plArrayPtr< const plRenderPipelineNodePin *const > | GetInputPins () const |
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const plArrayPtr< const plRenderPipelineNodePin *const > | GetOutputPins () const |
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virtual const plRTTI * | GetDynamicRTTI () const |
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bool | IsInstanceOf (const plRTTI *pType) const |
| Returns whether the type of this instance is of the given type or derived from it.
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template<typename T > |
PL_ALWAYS_INLINE bool | IsInstanceOf () const |
| Returns whether the type of this instance is of the given type or derived from it.
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Render into outputs. Both inputs and outputs are passed in with actual texture handles. Disconnected pins have a nullptr value in the passed in arrays. You can now create views and render target setups on the fly and fill the output targets with data.
Implemented in plAntialiasingPass, plAOPass, plBloomPass, plBlurPass, plCopyTexturePass, plDepthOnlyPass, plDOFPass, plForwardRenderPass, plHistorySourcePass, plHistoryTargetPass, plLSAOPass, plMsaaResolvePass, plMsaaUpscalePass, plPickingRenderPass, plReflectionFilterPass, plSelectionHighlightPass, plSeparatedBilateralBlurPass, plSimpleRenderPass, plSourcePass, plSSRAdvancedPass, plSSRPass, plStereoTestPass, plTargetPass, plTonemapPass, and plTransparentForwardRenderPass.