Kanzi 3.9.10
LegacyRenderPassMetadata Interface Reference

Metadata definitions for LegacyRenderPass. More...

Inheritance diagram for LegacyRenderPassMetadata:
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Public Attributes

DynamicPropertyType< Vector4Color0FloatClearValueProperty
 Clear color value for signed integer color buffer 0.
 
DynamicPropertyType< Vector4Color0IntegerClearValueProperty
 Clear color value for integer color buffer 0.
 
DynamicPropertyType< ColorRGBAColor1ColorClearValueProperty
 The color used to clear the color buffer 1.
 
DynamicPropertyType< Vector4Color1FloatClearValueProperty
 Clear color value for signed integer color buffer 1.
 
DynamicPropertyType< Vector4Color1IntegerClearValueProperty
 Clear color value for integer color buffer 1.
 
DynamicPropertyType< ColorRGBAColor2ColorClearValueProperty
 The color used to clear the color buffer 2.
 
DynamicPropertyType< Vector4Color2FloatClearValueProperty
 Clear color value for signed integer color buffer 2.
 
DynamicPropertyType< Vector4Color2IntegerClearValueProperty
 Clear color value for integer color buffer 2.
 
DynamicPropertyType< ColorRGBAColor3ColorClearValueProperty
 The color used to clear the color buffer 3.
 
DynamicPropertyType< Vector4Color3FloatClearValueProperty
 Clear color value for signed integer color buffer 3.
 
DynamicPropertyType< Vector4Color3IntegerClearValueProperty
 Clear color value for integer color buffer 3.
 
DynamicPropertyType< ColorRGBAColorBufferClearColorProperty
 The color used to clear the color buffer 0.
 
DynamicPropertyType< BooleanColorBufferClearEnabledProperty
 Whether to clear the color buffer before writing the new color values.
 
DynamicPropertyType< GraphicsColorWriteModeColorWriteModeProperty
 When set to None, writing to color buffer is disabled.
 
DynamicPropertyType< BooleanComposerEnabledProperty
 This determines if composer is rendered (enabled by default).
 
DynamicPropertyType< GraphicsCullModeCullModeProperty
 Sets the culling of the triangle faces in the rendered meshes of legacy render passes:
 
DynamicPropertyType< BooleanDepthBufferClearEnabledProperty
 Sets whether to clear the depth buffer.
 
DynamicPropertyType< FloatDepthBufferClearValueProperty
 The value used for clearing the depth buffer.
 
DynamicPropertyType< BooleanDepthBufferTestEnabledProperty
 Whether to enable the depth test.
 
DynamicPropertyType< BooleanDepthBufferWriteEnabledProperty
 Sets whether to enable the writing of the depth buffer.
 
DynamicPropertyType< BooleanFlushAfterRenderProperty
 This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall.
 
DynamicPropertyType< BooleanFrustumCullingOnProperty
 Sets whether to use frustum culling.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.LegacyRenderPass")
 Metaclass for LegacyRenderPass.
 
DynamicPropertyType< BooleanRenderOnceProperty
 Sets whether this render pass is rendered only once.
 
DynamicPropertyType< String > RenderPassCameraProperty
 The camera that is used for rendering this render pass.
 
DynamicPropertyType< ResourceRenderPassMaterialProperty
 The material that overrides all the materials in the objects that are rendered by this render pass.
 
DynamicPropertyType< ResourceRenderPassObjectSourceProperty
 The object source for the render pass.
 
DynamicPropertyType< ResourceRenderPassRenderTargetColor0Property
 Sets where this render pass renders.
 
DynamicPropertyType< ResourceRenderPassRenderTargetColor1Property
 Sets where this render pass renders.
 
DynamicPropertyType< ResourceRenderPassRenderTargetColor2Property
 Sets where this render pass renders.
 
DynamicPropertyType< ResourceRenderPassRenderTargetColor3Property
 Sets where this render pass renders.
 
DynamicPropertyType< ResourceRenderPassRenderTargetDepthStencilProperty
 Render Target Depth Stencil.
 
DynamicPropertyType< BooleanRenderPassRenderTargetGenerateMipmapProperty
 Sets whether the render target texture generates mipmaps after the render pass.
 
DynamicPropertyType< LegacyRenderPassEnums.InvalidateAttachmentsRenderPassRenderTargetInvalidateAttachmentsProperty
 Which attachments, if any, should be invalidated after the render pass.
 
DynamicPropertyType< Integer > RenderPassRenderTargetMipmapLevelProperty
 Render Target Mipmap Level.
 
DynamicPropertyType< BooleanRenderPassRenderTargetResolveProperty
 Sets whether the render target is multisample resolved after the render pass.
 
DynamicPropertyType< BooleanRenderPassScissorEnabledProperty
 Whether scissor area is enabled in render pass or not.
 
DynamicPropertyType< FloatRenderPassScissorHeightProperty
 Height of the scissor area.
 
DynamicPropertyType< KzuViewportCoordinateTypeRenderPassScissorTypeProperty
 Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates).
 
DynamicPropertyType< FloatRenderPassScissorWidthProperty
 Width of the scissor area.
 
DynamicPropertyType< FloatRenderPassScissorXProperty
 X coordinate of the left border of the scissor area.
 
DynamicPropertyType< FloatRenderPassScissorYProperty
 Y coordinate of the top border of the scissor area.
 
DynamicPropertyType< BooleanStencilBufferClearEnabledProperty
 Sets whether to clear the stencil buffer.
 
DynamicPropertyType< Integer > StencilBufferClearValueProperty
 The value used for clearing the stencil buffer.
 
DynamicPropertyType< BooleanStencilBufferTestEnabledProperty
 Whether or not the stencil test is enabled.
 
DynamicPropertyType< GraphicsStencilOperationStencilFailOperationProperty
 Operation that is performed when the stencil test fails.
 
DynamicPropertyType< GraphicsCompareFunctionStencilFunctionProperty
 The function used to control whether a fragment is discarded by the stencil test.
 
DynamicPropertyType< Integer > StencilFunctionReferenceMaskProperty
 Specifies a mask in legacy render passes that is ANDed with both the reference value and the stored stencil value when the test is done.
 
DynamicPropertyType< Integer > StencilFunctionReferenceValueProperty
 Specifies the reference value for the stencil test in legacy render passes.
 
DynamicPropertyType< GraphicsStencilOperationStencilPassDepthFailOperationProperty
 Operation that is performed when the stencil test fails and the depth test passes.
 
DynamicPropertyType< GraphicsStencilOperationStencilPassDepthPassOperationProperty
 Operation that is performed when both the stencil and depth test pass.
 
DynamicPropertyType< FloatViewportHeightProperty
 The height of the render area on the render target.
 
DynamicPropertyType< KzuViewportCoordinateTypeViewportTypeProperty
 When absolute, the viewport settings are read in pixel coordinates, when relative the settings are read as proportional values from top-left (0,0) corner to bottom-right (1,1) corner.
 
DynamicPropertyType< FloatViewportWidthProperty
 The width of the render area on the render target.
 
DynamicPropertyType< FloatViewportXProperty
 The X coordinate in v to render the render pass on the render target.
 
DynamicPropertyType< FloatViewportYProperty
 The Y coordinate in which to render the render pass on the render target.
 
- Public Attributes inherited from RenderPassMetadata
DynamicPropertyType< BooleanEnabledProperty
 Whether Kanzi executes this render pass and its child render pass tree.
 
DynamicPropertyType< Vector4InputViewportAreaProperty
 Reports the viewport area relative to the composition space as passed from the parent render pass.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.RenderPass")
 Metaclass for RenderPass.
 
DynamicPropertyType< Integer > UpdateOffsetProperty
 Sets a frame offset to the rendering rate that you set with the Update Rate property.
 
DynamicPropertyType< Integer > UpdateRateProperty
 Sets the rate at which to render the Render Pass.
 
- Public Attributes inherited from ResourceMetadata
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.Resource")
 Metaclass for Resource.
 

Detailed Description

Metadata definitions for LegacyRenderPass.

Member Data Documentation

◆ Color0FloatClearValueProperty

DynamicPropertyType<Vector4> Color0FloatClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color0FloatClearValue", Vector4.class)

Clear color value for signed integer color buffer 0.

◆ Color0IntegerClearValueProperty

DynamicPropertyType<Vector4> Color0IntegerClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color0IntegerClearValue", Vector4.class)

Clear color value for integer color buffer 0.

◆ Color1ColorClearValueProperty

DynamicPropertyType<ColorRGBA> Color1ColorClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color1ColorClearValue", ColorRGBA.class)

The color used to clear the color buffer 1.

◆ Color1FloatClearValueProperty

DynamicPropertyType<Vector4> Color1FloatClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color1FloatClearValue", Vector4.class)

Clear color value for signed integer color buffer 1.

◆ Color1IntegerClearValueProperty

DynamicPropertyType<Vector4> Color1IntegerClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color1IntegerClearValue", Vector4.class)

Clear color value for integer color buffer 1.

◆ Color2ColorClearValueProperty

DynamicPropertyType<ColorRGBA> Color2ColorClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color2ColorClearValue", ColorRGBA.class)

The color used to clear the color buffer 2.

◆ Color2FloatClearValueProperty

DynamicPropertyType<Vector4> Color2FloatClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color2FloatClearValue", Vector4.class)

Clear color value for signed integer color buffer 2.

◆ Color2IntegerClearValueProperty

DynamicPropertyType<Vector4> Color2IntegerClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color2IntegerClearValue", Vector4.class)

Clear color value for integer color buffer 2.

◆ Color3ColorClearValueProperty

DynamicPropertyType<ColorRGBA> Color3ColorClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color3ColorClearValue", ColorRGBA.class)

The color used to clear the color buffer 3.

◆ Color3FloatClearValueProperty

DynamicPropertyType<Vector4> Color3FloatClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color3FloatClearValue", Vector4.class)

Clear color value for signed integer color buffer 3.

◆ Color3IntegerClearValueProperty

DynamicPropertyType<Vector4> Color3IntegerClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.Color3IntegerClearValue", Vector4.class)

Clear color value for integer color buffer 3.

◆ ColorBufferClearColorProperty

DynamicPropertyType<ColorRGBA> ColorBufferClearColorProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ColorBufferClearColor", ColorRGBA.class)

The color used to clear the color buffer 0.

◆ ColorBufferClearEnabledProperty

DynamicPropertyType<Boolean> ColorBufferClearEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ColorBufferClearEnabled", Boolean.class)

Whether to clear the color buffer before writing the new color values.

◆ ColorWriteModeProperty

Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ColorWriteMode", GraphicsColorWriteMode.class)

When set to None, writing to color buffer is disabled.

◆ ComposerEnabledProperty

DynamicPropertyType<Boolean> ComposerEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ComposerEnabled", Boolean.class)

This determines if composer is rendered (enabled by default).

◆ CullModeProperty

Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.CullMode", GraphicsCullMode.class)

Sets the culling of the triangle faces in the rendered meshes of legacy render passes:

  • Back does not render the triangles whose normal points away from the camera.
  • Front does not render the triangles whose normal points towards the camera.

◆ DepthBufferClearEnabledProperty

DynamicPropertyType<Boolean> DepthBufferClearEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.DepthBufferClearEnabled", Boolean.class)

Sets whether to clear the depth buffer.

◆ DepthBufferClearValueProperty

DynamicPropertyType<Float> DepthBufferClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.DepthBufferClearValue", Float.class)

The value used for clearing the depth buffer.

◆ DepthBufferTestEnabledProperty

DynamicPropertyType<Boolean> DepthBufferTestEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.DepthBufferTestEnabled", Boolean.class)

Whether to enable the depth test.

◆ DepthBufferWriteEnabledProperty

DynamicPropertyType<Boolean> DepthBufferWriteEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.DepthBufferWriteEnabled", Boolean.class)

Sets whether to enable the writing of the depth buffer.

◆ FlushAfterRenderProperty

DynamicPropertyType<Boolean> FlushAfterRenderProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.FlushAfterRender", Boolean.class)

This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall.

◆ FrustumCullingOnProperty

DynamicPropertyType<Boolean> FrustumCullingOnProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.FrustumCullingOn", Boolean.class)

Sets whether to use frustum culling.

When frustum culling is enabled Kanzi does not render the objects that do not overlap with the viewing frustum of the camera.

◆ RenderOnceProperty

DynamicPropertyType<Boolean> RenderOnceProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderOnce", Boolean.class)

Sets whether this render pass is rendered only once.

When disabled this render passes renders every frame.

◆ RenderPassCameraProperty

DynamicPropertyType<String> RenderPassCameraProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassCamera", String.class)

The camera that is used for rendering this render pass.

When set to "Scene Default Camera" Kanzi uses the default camera node from the active scene.

◆ RenderPassMaterialProperty

DynamicPropertyType<Resource> RenderPassMaterialProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassMaterial", Resource.class)

The material that overrides all the materials in the objects that are rendered by this render pass.

When set to "No Material" material overriding is not in use.

◆ RenderPassObjectSourceProperty

DynamicPropertyType<Resource> RenderPassObjectSourceProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassObjectSource", Resource.class)

The object source for the render pass.

◆ RenderPassRenderTargetColor0Property

DynamicPropertyType<Resource> RenderPassRenderTargetColor0Property
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassRenderTargetColor0", Resource.class)

Sets where this render pass renders.

You can set a render pass to render to screen or to a render target color0 attachment texture.

◆ RenderPassRenderTargetColor1Property

DynamicPropertyType<Resource> RenderPassRenderTargetColor1Property
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassRenderTargetColor1", Resource.class)

Sets where this render pass renders.

You can set a render pass to render to screen or to a render target color1 attachment texture.

◆ RenderPassRenderTargetColor2Property

DynamicPropertyType<Resource> RenderPassRenderTargetColor2Property
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassRenderTargetColor2", Resource.class)

Sets where this render pass renders.

You can set a render pass to render to screen or to a render target color2 attachment texture.

◆ RenderPassRenderTargetColor3Property

DynamicPropertyType<Resource> RenderPassRenderTargetColor3Property
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassRenderTargetColor3", Resource.class)

Sets where this render pass renders.

You can set a render pass to render to screen or to a render target color3 attachment texture.

◆ RenderPassRenderTargetDepthStencilProperty

DynamicPropertyType<Resource> RenderPassRenderTargetDepthStencilProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.RenderPassRenderTargetDepthStencil", Resource.class)

Render Target Depth Stencil.

◆ RenderPassRenderTargetGenerateMipmapProperty

DynamicPropertyType<Boolean> RenderPassRenderTargetGenerateMipmapProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.RenderPassRenderTargetGenerateMipmap", Boolean.class)

Sets whether the render target texture generates mipmaps after the render pass.

◆ RenderPassRenderTargetInvalidateAttachmentsProperty

DynamicPropertyType<LegacyRenderPassEnums.InvalidateAttachments> RenderPassRenderTargetInvalidateAttachmentsProperty
Initial value:
= new DynamicPropertyType<>(
"LegacyRenderPass.RenderPassRenderTargetInvalidateAttachments",
LegacyRenderPassEnums.InvalidateAttachments.class)

Which attachments, if any, should be invalidated after the render pass.

◆ RenderPassRenderTargetMipmapLevelProperty

DynamicPropertyType<Integer> RenderPassRenderTargetMipmapLevelProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.RenderPassRenderTargetMipmapLevel", Integer.class)

Render Target Mipmap Level.

◆ RenderPassRenderTargetResolveProperty

DynamicPropertyType<Boolean> RenderPassRenderTargetResolveProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassRenderTargetResolve", Boolean.class)

Sets whether the render target is multisample resolved after the render pass.

When you want to apply multisampling, enable this property only in the last render pass.

◆ RenderPassScissorEnabledProperty

DynamicPropertyType<Boolean> RenderPassScissorEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassScissorEnabled", Boolean.class)

Whether scissor area is enabled in render pass or not.

When scissor area is enabled rendering is done only inside the specified scissor area.

◆ RenderPassScissorHeightProperty

DynamicPropertyType<Float> RenderPassScissorHeightProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassScissorHeight", Float.class)

Height of the scissor area.

◆ RenderPassScissorTypeProperty

DynamicPropertyType<KzuViewportCoordinateType> RenderPassScissorTypeProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.RenderPassScissorType", KzuViewportCoordinateType.class)

Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates).

◆ RenderPassScissorWidthProperty

DynamicPropertyType<Float> RenderPassScissorWidthProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassScissorWidth", Float.class)

Width of the scissor area.

◆ RenderPassScissorXProperty

DynamicPropertyType<Float> RenderPassScissorXProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassScissorX", Float.class)

X coordinate of the left border of the scissor area.

◆ RenderPassScissorYProperty

DynamicPropertyType<Float> RenderPassScissorYProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.RenderPassScissorY", Float.class)

Y coordinate of the top border of the scissor area.

◆ StencilBufferClearEnabledProperty

DynamicPropertyType<Boolean> StencilBufferClearEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.StencilBufferClearEnabled", Boolean.class)

Sets whether to clear the stencil buffer.

◆ StencilBufferClearValueProperty

DynamicPropertyType<Integer> StencilBufferClearValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.StencilBufferClearValue", Integer.class)

The value used for clearing the stencil buffer.

◆ StencilBufferTestEnabledProperty

DynamicPropertyType<Boolean> StencilBufferTestEnabledProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.StencilBufferTestEnabled", Boolean.class)

Whether or not the stencil test is enabled.

◆ StencilFailOperationProperty

DynamicPropertyType<GraphicsStencilOperation> StencilFailOperationProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.StencilFailOperation", GraphicsStencilOperation.class)

Operation that is performed when the stencil test fails.

◆ StencilFunctionProperty

DynamicPropertyType<GraphicsCompareFunction> StencilFunctionProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.StencilFunction", GraphicsCompareFunction.class)

The function used to control whether a fragment is discarded by the stencil test.

◆ StencilFunctionReferenceMaskProperty

DynamicPropertyType<Integer> StencilFunctionReferenceMaskProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.StencilFunctionReferenceMask", Integer.class)

Specifies a mask in legacy render passes that is ANDed with both the reference value and the stored stencil value when the test is done.

◆ StencilFunctionReferenceValueProperty

DynamicPropertyType<Integer> StencilFunctionReferenceValueProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.StencilFunctionReferenceValue", Integer.class)

Specifies the reference value for the stencil test in legacy render passes.

◆ StencilPassDepthFailOperationProperty

DynamicPropertyType<GraphicsStencilOperation> StencilPassDepthFailOperationProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.StencilPassDepthFailOperation", GraphicsStencilOperation.class)

Operation that is performed when the stencil test fails and the depth test passes.

◆ StencilPassDepthPassOperationProperty

DynamicPropertyType<GraphicsStencilOperation> StencilPassDepthPassOperationProperty
Initial value:
=
new DynamicPropertyType<>(
"LegacyRenderPass.StencilPassDepthPassOperation", GraphicsStencilOperation.class)

Operation that is performed when both the stencil and depth test pass.

◆ ViewportHeightProperty

DynamicPropertyType<Float> ViewportHeightProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ViewportHeight", Float.class)

The height of the render area on the render target.

◆ ViewportTypeProperty

Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ViewportType", KzuViewportCoordinateType.class)

When absolute, the viewport settings are read in pixel coordinates, when relative the settings are read as proportional values from top-left (0,0) corner to bottom-right (1,1) corner.

◆ ViewportWidthProperty

DynamicPropertyType<Float> ViewportWidthProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ViewportWidth", Float.class)

The width of the render area on the render target.

◆ ViewportXProperty

DynamicPropertyType<Float> ViewportXProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ViewportX", Float.class)

The X coordinate in v to render the render pass on the render target.

◆ ViewportYProperty

DynamicPropertyType<Float> ViewportYProperty
Initial value:
=
new DynamicPropertyType<>("LegacyRenderPass.ViewportY", Float.class)

The Y coordinate in which to render the render pass on the render target.