Encapsulation of all the components necessary needed to implement a full renderpass, this SceneElement contains a Camera and Group, it can also take a Material (for shaders and uniforms) and a RenderTarget for textures that are used as the output for the camera.
More...
|
| RenderPass (const std::string &name) |
| Constructor. More...
|
|
| ~RenderPass () |
|
virtual bool | doInitialize () override |
| Executes the initialize operation. More...
|
|
bool | setRenderTarget (std::shared_ptr< RenderTarget > target) |
| Sets render target for the camera, this abstracts the textures that are being used for rendering into. More...
|
|
std::shared_ptr< RenderTarget > | getRenderTarget () |
| Gets render target that is being used in this pass. More...
|
|
virtual void | setRenderOrder (SurgSim::Graphics::Camera::RenderOrder order, int value) |
| Sets render order. More...
|
|
std::shared_ptr< Camera > | getCamera () |
| Gets the camera. More...
|
|
bool | setMaterial (std::shared_ptr< Material > material) |
| Sets the material used for rendering. More...
|
|
std::shared_ptr< Material > | getMaterial () |
| Gets the current material. More...
|
|
void | showColorTarget (int x, int y, int width, int height) |
| Shows a quad on the screen with the texture used as the color target for this pass. More...
|
|
void | hideColorTarget () |
| Hides the color target display. More...
|
|
void | showDepthTarget (int x, int y, int width, int height) |
| Shows a quad on the screen with the texture used as the depth target for this pass. More...
|
|
void | hideDepthTarget () |
| Hides the depth target display. More...
|
|
| SceneElement (const std::string &name) |
| Constructor. More...
|
|
virtual | ~SceneElement () |
| Destructor. More...
|
|
virtual std::string | getClassName () const |
|
bool | addComponent (std::shared_ptr< Component > component) |
| Adds a component, calls initialize() on the component, if SceneElement::isInitialized() is true. More...
|
|
bool | removeComponent (std::shared_ptr< Component > component) |
| Removes a given component. More...
|
|
bool | removeComponent (const std::string &name) |
| Removes the component described by name. More...
|
|
std::shared_ptr< Component > | getComponent (const std::string &name) const |
| Gets the component identified by name. More...
|
|
std::vector< std::shared_ptr< Component > > | getComponents () const |
| Gets all the components of this SceneElement. More...
|
|
template<class T > |
std::vector< std::shared_ptr< T > > | getComponents () const |
| Template version of getComponents method to get all the components with type T. More...
|
|
bool | initialize () |
| Executes the initialize operation. More...
|
|
std::string | getName () const |
| Return the name of this SceneElement. More...
|
|
void | setPose (const SurgSim::Math::RigidTransform3d &pose) |
| Set the pose of this SceneElement. More...
|
|
const SurgSim::Math::RigidTransform3d & | getPose () const |
| Get the pose of this SceneElement. More...
|
|
std::shared_ptr< PoseComponent > | getPoseComponent () |
| Get the PoseComponent that controls the pose all Representations in this SceneElement. More...
|
|
void | setScene (std::weak_ptr< Scene > scene) |
| Sets the Scene. More...
|
|
std::shared_ptr< Scene > | getScene () |
| Gets the Scene. More...
|
|
void | setRuntime (std::weak_ptr< Runtime > runtime) |
| Sets the Runtime. More...
|
|
std::shared_ptr< Runtime > | getRuntime () |
| Gets the runtime. More...
|
|
bool | isInitialized () const |
| Return if this SceneElement is initialized. More...
|
|
void | setActive (bool val) |
| Set this SceneElement's status (active/inactive) More...
|
|
bool | isActive () const |
|
std::shared_ptr< SceneElement > | getSharedPtr () |
| Gets a shared pointer to this SceneElement. More...
|
|
virtual YAML::Node | encode (bool standalone) const |
| Convert to a YAML::Node. More...
|
|
virtual bool | decode (const YAML::Node &node) |
| Pull data from a YAML::Node. More...
|
|
Encapsulation of all the components necessary needed to implement a full renderpass, this SceneElement contains a Camera and Group, it can also take a Material (for shaders and uniforms) and a RenderTarget for textures that are used as the output for the camera.
Other components do not need to be added to the pass explicitly, they only need to refer to the passes name in their respective groupReferences to be added to the render pass. The passes attributes should all be set up through uniforms in the material.