Torque3D Documentation / _generateds / RenderPrePassMgr

RenderPrePassMgr

Engine/source/renderInstance/renderPrePassMgr.h

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Private Types

Public Types

RenderSignal 

Public Static Attributes

Detailed Description

Private Types

typedef RenderTexTargetBinManager Parent 

Public Types

typedef Signal< void(const SceneRenderState *, RenderPrePassMgr *, bool)> RenderSignal 

Public Static Attributes

const String BufferName 
const String ColorBufferName 
const String MatInfoBufferName 
const U32 OpaqueDynamicLitMask 

Stencil mask for opaque, dynamic lit pixels.

const U32 OpaqueStaticLitMask 

Stencil mask for opaque, lightmapped pixels.

const RenderInstType RIT_PrePass 

Protected Attributes

GFXShaderRef mClearGBufferShader 
GFXVertexBufferHandle< GFXVertexPC > mClearGBufferVerts 
NamedTexTarget mColorTarget 
GFXTexHandle mColorTex 
NamedTexTarget mMatInfoTarget 
GFXTexHandle mMatInfoTex 
Vector< MainSortElem > mObjectElementList 

The object render instance elements.

PrePassMatInstance * mPrePassMatInstance 
GFXShaderConstBufferRef mShaderConsts 
GFXShaderConstHandle * mSpecularPowerSC 
GFXShaderConstHandle * mSpecularStrengthSC 
GFXStateBlockRef mStateblock 
Vector< MainSortElem > mTerrainElementList 

The terrain render instance elements.

Public Functions

RenderPrePassMgr(bool gatherDepth, GFXFormat format)

~RenderPrePassMgr()

_initShaders()

addElement(RenderInst * inst)

Reimplemented from: RenderBinManager

clear()

Reimplemented from: RenderBinManager

clearBuffers()

DECLARE_CONOBJECT(RenderPrePassMgr )

getPrePassMaterial(BaseMatInstance * mat)

render(SceneRenderState * state)

Reimplemented from: RenderBinManager

setPrePassMaterial(PrePassMatInstance * mat)

setTargetSize(const Point2I & newTargetSize)

Reimplemented from: RenderTexTargetBinManager

sort()

Reimplemented from: RenderBinManager

Public Static Functions

getOpaqueStencilTestDesc()

getOpaqueStenciWriteDesc(bool lightmappedGeometry)

getRenderSignal()