OGRE: Effects

| OGRE 2.2.4 Object-Oriented Graphics Rendering Engine

Namespaces | Classes | Typedefs | Enumerations | Variables
Effects
Core

## Namespaces
| Ogre::EmitterCommands

## Classes
struct | Ogre::BoundUav
struct | Ogre::CompositorNamedBuffer
class | Ogre::CompositorNode
| Compositor nodes are the core subject of compositing. More...
class | Ogre::CompositorNodeDef
| Compositor nodes are the core subject of compositing. More...
class | Ogre::CompositorPass
| Abstract class for compositor passes. More...
class | Ogre::CompositorPassClear
| Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
class | Ogre::CompositorPassClearDef
class | Ogre::CompositorPassCompute
| Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
class | Ogre::CompositorPassComputeDef
class | Ogre::CompositorPassDef
| Interface to abstract all types of pass definitions (. More...
class | Ogre::CompositorPassDepthCopy
| Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs. More...
class | Ogre::CompositorPassDepthCopyDef
class | Ogre::CompositorPassIblSpecular
| Implementation of CompositorPass This implementation will generate IblSpeculars for the specified texture. More...
class | Ogre::CompositorPassIblSpecularDef
class | Ogre::CompositorPassMipmap
| Implementation of CompositorPass This implementation will generate mipmaps for the specified texture. More...
class | Ogre::CompositorPassMipmapDef
class | Ogre::CompositorPassQuad
| Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
class | Ogre::CompositorPassQuadDef
class | Ogre::CompositorPassScene
| Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
class | Ogre::CompositorPassSceneDef
class | Ogre::CompositorPassStencil
| Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
class | Ogre::CompositorPassStencilDef
class | Ogre::CompositorPassUav
| Implementation of CompositorPass This implementation will set UAVs. More...
class | Ogre::CompositorPassUavDef
class | Ogre::CompositorShadowNode
| Shadow Nodes are special nodes (not to be confused with. More...
class | Ogre::CompositorShadowNodeDef
| Shadow Nodes are special nodes (not to be confused with. More...
class | Ogre::CompositorTargetDef
struct | Ogre::CompositorTexture
class | Ogre::CompositorWorkspace
| A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More...
class | Ogre::CompositorWorkspaceDef
| @See CompositorWorkspace. More...
class | Ogre::CompositorWorkspaceListener
class | Ogre::CustomCompositionPass
| Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
class | Ogre::Particle
| Class representing a single particle instance. More...
class | Ogre::ParticleAffector
| Abstract class defining the interface to be implemented by particle affectors. More...
class | Ogre::ParticleAffectorFactory
| Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
class | Ogre::ParticleEmitter
| Abstract class defining the interface to be implemented by particle emitters. More...
class | Ogre::ParticleEmitterFactory
| Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
class | Ogre::ParticleIterator
| Convenience class to make it easy to step through all particles in a ParticleSystem. More...
class | Ogre::ParticleSystem
| Class defining particle system based special effects. More...
class | Ogre::ParticleSystemFactory
| Factory object for creating ParticleSystem instances. More...
class | Ogre::ParticleSystemManager
| Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
class | Ogre::ParticleSystemRenderer
| Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
class | Ogre::ParticleSystemRendererFactory
| Abstract class definition of a factory object for ParticleSystemRenderer. More...
class | Ogre::ParticleVisualData
| Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
struct | Ogre::RenderTargetViewDef
struct | Ogre::RenderTargetViewEntry
class | Ogre::ShadowNodeHelper
class | Ogre::ShadowTextureDefinition
| Local texture definition. More...
class | Ogre::TextureDefinitionBase
| Centralized class for dealing with declarations of textures in Node & Workspace definitions. More...
class | Ogre::v1::Billboard
| A billboard is a primitive which always faces the camera in every frame. More...
class | Ogre::v1::BillboardChain
| Allows the rendering of a chain of connected billboards. More...
class | Ogre::v1::BillboardChainFactory
| Factory object for creating BillboardChain instances. More...
class | Ogre::v1::BillboardParticleRenderer
| Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
class | Ogre::v1::BillboardParticleRendererFactory
| Factory class for BillboardParticleRenderer. More...
class | Ogre::v1::BillboardSet
| A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
class | Ogre::v1::BillboardSetFactory
| Factory object for creating BillboardSet instances. More...
class | Ogre::v1::RibbonTrail
| Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
class | Ogre::v1::RibbonTrailFactory
| Factory object for creating RibbonTrail instances. More...

## Typedefs
typedef vector< uint32 >::type | Ogre::ChannelMappings
typedef TextureGpu * | Ogre::CompositorChannel
| A channel in the compositor transports textures between nodes. More...
typedef vector< CompositorChannel >::type | Ogre::CompositorChannelVec
typedef vector< CompositorNamedBuffer >::type | Ogre::CompositorNamedBufferVec
typedef vector< CompositorPassDef * >::type | Ogre::CompositorPassDefVec
typedef vector< CompositorTargetDef >::type | Ogre::CompositorTargetDefVec
typedef vector< CompositorTexture >::type | Ogre::CompositorTextureVec
typedef vector< RenderTargetViewEntry >::type | Ogre::RenderTargetViewEntryVec
typedef vector< TextureGpu * >::type | Ogre::TextureGpuVec
typedef vector< UavBufferPacked * >::type | Ogre::UavBufferPackedVec

## Enumerations
enum | Ogre::v1::BillboardOrigin { Ogre::v1::BBO_TOP_LEFT, Ogre::v1::BBO_TOP_CENTER, Ogre::v1::BBO_TOP_RIGHT, Ogre::v1::BBO_CENTER_LEFT, Ogre::v1::BBO_CENTER, Ogre::v1::BBO_CENTER_RIGHT, Ogre::v1::BBO_BOTTOM_LEFT, Ogre::v1::BBO_BOTTOM_CENTER, Ogre::v1::BBO_BOTTOM_RIGHT }
| Enum covering what exactly a billboard's position means (center, top-left etc). More...
enum | Ogre::v1::BillboardRotationType { Ogre::v1::BBR_VERTEX, Ogre::v1::BBR_TEXCOORD }
| The rotation type of billboard. More...
enum | Ogre::v1::BillboardType { Ogre::v1::BBT_POINT, Ogre::v1::BBT_ORIENTED_COMMON, Ogre::v1::BBT_ORIENTED_SELF, Ogre::v1::BBT_PERPENDICULAR_COMMON, Ogre::v1::BBT_PERPENDICULAR_SELF }
| The type of billboard to use. More...
enum | Ogre::CompositorPassType { Ogre::PASS_INVALID = 0, Ogre::PASS_SCENE, Ogre::PASS_QUAD, Ogre::PASS_CLEAR, Ogre::PASS_STENCIL, Ogre::PASS_RESOLVE, Ogre::PASS_DEPTHCOPY, Ogre::PASS_UAV, Ogre::PASS_MIPMAP, Ogre::PASS_IBL_SPECULAR, Ogre::PASS_COMPUTE, Ogre::PASS_CUSTOM }
enum | Ogre::ShadowMapTechniques { Ogre::SHADOWMAP_UNIFORM, Ogre::SHADOWMAP_PLANEOPTIMAL, Ogre::SHADOWMAP_FOCUSED, Ogre::SHADOWMAP_PSSM }
enum | Ogre::ShadowNodeRecalculation { Ogre::SHADOW_NODE_RECALCULATE, Ogre::SHADOW_NODE_REUSE, Ogre::SHADOW_NODE_FIRST_ONLY, Ogre::SHADOW_NODE_CASTER_PASS }

## Variables
const char * | Ogre::CompositorPassTypeEnumNames [PASS_CUSTOM+1u]

## Detailed Description

## Typedef Documentation

## ◆ ChannelMappings

typedef vector<uint32>::type Ogre::ChannelMappings

## ◆ CompositorChannel

typedef TextureGpu * Ogre::CompositorChannel

A channel in the compositor transports textures between nodes.

In Ogre 2.1 there were issues with MRT (Multiple Render Targets) that caused a struct to be used as a workaround. But starting Ogre 2.2; CompositorChannel is just a typedef to a single TextureGpu.

## ◆ CompositorChannelVec

typedef vector<CompositorChannel>::type Ogre::CompositorChannelVec

## ◆ CompositorNamedBufferVec

typedef vector<CompositorNamedBuffer>::type Ogre::CompositorNamedBufferVec

## ◆ CompositorPassDefVec

typedef vector<CompositorPassDef*>::type Ogre::CompositorPassDefVec

## ◆ CompositorTargetDefVec

typedef vector<CompositorTargetDef>::type Ogre::CompositorTargetDefVec

## ◆ CompositorTextureVec

typedef vector<CompositorTexture>::type Ogre::CompositorTextureVec

## ◆ RenderTargetViewEntryVec

typedef vector<RenderTargetViewEntry>::type Ogre::RenderTargetViewEntryVec

## ◆ TextureGpuVec

typedef vector< TextureGpu * >::type Ogre::TextureGpuVec

## ◆ UavBufferPackedVec

typedef vector< UavBufferPacked * >::type Ogre::UavBufferPackedVec

## Enumeration Type Documentation

## ◆ BillboardOrigin

enum Ogre::v1::BillboardOrigin

Enum covering what exactly a billboard's position means (center, top-left etc).

See also
  BillboardSet::setBillboardOrigin

Enumerator
BBO_TOP_LEFT |
BBO_TOP_CENTER |
BBO_TOP_RIGHT |
BBO_CENTER_LEFT |
BBO_CENTER |
BBO_CENTER_RIGHT |
BBO_BOTTOM_LEFT |
BBO_BOTTOM_CENTER |
BBO_BOTTOM_RIGHT |

## ◆ BillboardRotationType

enum Ogre::v1::BillboardRotationType

The rotation type of billboard.

Enumerator
BBR_VERTEX | Rotate the billboard's vertices around their facing direction.
BBR_TEXCOORD | Rotate the billboard's texture coordinates.

## ◆ BillboardType

enum Ogre::v1::BillboardType

The type of billboard to use.

Enumerator
BBT_POINT | Standard point billboard (default), always faces the camera completely and is always upright.
BBT_ORIENTED_COMMON | Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera.
BBT_ORIENTED_SELF | Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera.
BBT_PERPENDICULAR_COMMON | Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.
BBT_PERPENDICULAR_SELF | Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

## ◆ CompositorPassType

enum Ogre::CompositorPassType

Enumerator
PASS_INVALID |
PASS_SCENE |
PASS_QUAD |
PASS_CLEAR |
PASS_STENCIL |
PASS_RESOLVE |
PASS_DEPTHCOPY |
PASS_UAV |
PASS_MIPMAP |
PASS_IBL_SPECULAR |
PASS_COMPUTE |
PASS_CUSTOM |

## ◆ ShadowMapTechniques

enum Ogre::ShadowMapTechniques

Enumerator
SHADOWMAP_UNIFORM |
SHADOWMAP_PLANEOPTIMAL |
SHADOWMAP_FOCUSED |
SHADOWMAP_PSSM |

## ◆ ShadowNodeRecalculation

enum Ogre::ShadowNodeRecalculation

Enumerator
SHADOW_NODE_RECALCULATE | Forces recalculation of the shadow node for this pass. Not recommended. Only useful if you're doing very low level manipulation via listeners and the compositor can't detect changes.
SHADOW_NODE_REUSE | Forces the PassScene to not recalculate the ShadowNode even if it should. Useful if you know what you're doing and want to use the ShadowNode of a different pass with a different camera.
SHADOW_NODE_FIRST_ONLY | Default option. The first PassScene to use a Camera will update its shadow node. All subsequent passes (even from different nodes) using the same camera will not update the shadow node again until a PassScene uses a different camera with the same shadow node. The Compositor will log a performance warning on debug builds if it detects the same Shadow node will be updated twice for the same camera.
SHADOW_NODE_CASTER_PASS |

## Variable Documentation

## ◆ CompositorPassTypeEnumNames

const char* Ogre::CompositorPassTypeEnumNames[PASS_CUSTOM+1u]
| extern