omegalib  13.1
omega::RenderPass Class Referenceabstract

The base class for classes that perform drawing on the render thread. More...

#include <RenderPass.h>

Public Member Functions

 RenderPass (Renderer *client, const String &name, int priority=0)
 
virtual ~RenderPass ()
 
virtual void initialize ()
 
virtual void prepare (Renderer *client, const DrawContext &context)
 Prepares the render pass for rendering. More...
 
virtual void render (Renderer *client, const DrawContext &context)=0
 Performs rendering. More...
 
virtual void dispose ()
 
void requestDispose ()
 
bool needsDispose ()
 
const StringgetName ()
 
void setUserData (void *value)
 
void * getUserData ()
 
bool isInitialized ()
 
RenderergetClient ()
 
void setCameraMask (uint mask)
 
uint getCameraMask ()
 
int getPriority ()
 Returns the render pass priority. More...
 
- Public Member Functions inherited from omicron::ReferenceType
 ReferenceType ()
 
virtual ~ReferenceType ()
 
void ref ()
 
void unref ()
 
long refCount ()
 

Additional Inherited Members

- Static Public Member Functions inherited from omicron::ReferenceType
static void printObjCounts ()
 
- Static Protected Attributes inherited from omicron::ReferenceType
static List< ReferenceType * > mysObjList
 

Detailed Description

The base class for classes that perform drawing on the render thread.

+ Inheritance diagram for omega::RenderPass:

Constructor & Destructor Documentation

omega::RenderPass::RenderPass ( Renderer client,
const String name,
int  priority = 0 
)
inline
virtual omega::RenderPass::~RenderPass ( )
inlinevirtual

Member Function Documentation

virtual void omega::RenderPass::dispose ( )
inlinevirtual

Reimplemented in omegaToolkit::UiRenderPass.

uint omega::RenderPass::getCameraMask ( )
inline
Renderer* omega::RenderPass::getClient ( )
inline
const String& omega::RenderPass::getName ( )
inline
int omega::RenderPass::getPriority ( )
inline

Returns the render pass priority.

Render pass priorities are used to order render passes. Render passes with high priority get rendered first.

void* omega::RenderPass::getUserData ( )
inline
virtual void omega::RenderPass::initialize ( )
inlinevirtual
bool omega::RenderPass::isInitialized ( )
inline
bool omega::RenderPass::needsDispose ( )
inline
virtual void omega::RenderPass::prepare ( Renderer client,
const DrawContext context 
)
inlinevirtual

Prepares the render pass for rendering.

Remarks
this method runs once per frame. Unlike RenderPass::render this method runs even if the current tile is disabled. This lets the render pass allocate/deallocate gpu resources depending on the tile state.
virtual void omega::RenderPass::render ( Renderer client,
const DrawContext context 
)
pure virtual

Performs rendering.

Remarks
this method is called multiple times for each frames, depending on enabled cameras, stereo modes, etc. If rendering on a tile is disabled, this RenderPass::render won't run on that tile.

Implemented in omega::ConsoleRenderPass, and omegaToolkit::UiRenderPass.

void omega::RenderPass::requestDispose ( )
inline
void omega::RenderPass::setCameraMask ( uint  mask)
inline
void omega::RenderPass::setUserData ( void *  value)
inline

The documentation for this class was generated from the following file: