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| LensFlarePass () |
| Constructor.
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virtual | ~LensFlarePass () |
| Destructor.
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virtual const math::Vector3d & | Color () const =0 |
| Returns the color set in SetColor()
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virtual void | Init (ScenePtr _scene)=0 |
| Initializes the Lens Flare Pass with given scene.
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virtual uint32_t | OcclusionSteps () const =0 |
| Returns the number of steps set in SetOcclusionSteps()
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virtual double | Scale () const =0 |
| Returns the scale set in SetScale()
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virtual void | SetColor (const math::Vector3d &_color)=0 |
| Set the color of lens flare.
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virtual void | SetLight (LightPtr _light)=0 |
| Set the light that generates lens flare.
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virtual void | SetOcclusionSteps (uint32_t _occlusionSteps)=0 |
| Set the number of steps to take in each direction when checking for occlusions.
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virtual void | SetScale (double _scale)=0 |
| Set the scale of lens flare.
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virtual | ~RenderPass () |
| Destructor.
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virtual bool | IsEnabled () const =0 |
| Get whether or not the render pass is enabled.
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virtual void | PreRender (const CameraPtr &_camera)=0 |
| See Object::PreRender. This function will call Object::PreRender but with the added bonus that it has access to the camera that is about to render.
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virtual void | SetEnabled (bool _enabled)=0 |
| Set to enable or disable the render pass.
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virtual void | SetWideAngleCameraAfterStitching (bool _afterStitching)=0 |
| WideAngleCamera renders to 6 faces; then stitches all 6 into a final "fish-eye" lens result.
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virtual bool | WideAngleCameraAfterStitching () const =0 |
| See SetWideAngleCameraAfterStitching()
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virtual | ~Object () |
| Destructor.
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virtual void | Destroy ()=0 |
| Destroy any resources associated with this object. Invoking any other functions after destroying an object will result in undefined behavior.
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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.
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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.
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virtual void | PostRender ()=0 |
| Post process this object and any of its children after rendering.
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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.
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virtual ScenePtr | Scene () const =0 |
| Get the Scene that created this object.
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A render pass that applies Lens Flare to the render target.