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| void | setMaskedBlurEnabled (bool enabled) |
| | Sets the masked blur mode. More...
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| void | setQuality (BlurEffect2D::Quality quality) |
| | Sets the quality of the blur. More...
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| void | setRadius (float radius) |
| | Sets the pixel radius of the blur. More...
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| void | beginEffect (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager, const Matrix3x3 &worldTransform, Vector2 requiredSize, bool alphaRequired, bool depthRequired, bool stencilRequired) |
| | Begins the effect. More...
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| void | blitEffect (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager, QuadDescription &effectQuad, const Matrix3x3 &transform, const Matrix4x4 *perspectiveMatrix, const Matrix4x4 *projectionMatrix, int blendMode, bool needsClear) |
| | Blits the effect to the current framebuffer. More...
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| void | endEffect (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager) |
| | Ends the effect. More...
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| NodeEffect2DSharedPtr | getEffect () const |
| | Get NodeEffect2D instance where this renderer has been instantiated from. More...
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| void | restoreResources () |
| | Restores resources after the rendering context has been lost. More...
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| virtual | ~NodeEffectRenderer2D () |
| | Declare NodeEffectRenderer2D as not movable nor copyable. More...
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| using | EffectPassContainer = vector< EffectPass > |
| | Container for effect passes. More...
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| EffectPass & | addEffectPass () |
| | Adds an effect pass and gets a reference to that pass. More...
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| void | beginInitialEffectPass (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager, bool alphaRequired, bool depthRequired, bool stencilRequired) |
| | Begins the initial effect pass (effect pass at index 0). More...
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| void | blitFinalEffectPass (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager, QuadDescription &effectQuad, const Matrix3x3 &transform, const Matrix4x4 *perspectiveMatrix, const Matrix4x4 *projectionMatrix, int blendMode, bool needsClear) |
| | Blits the final effect pass, whose index is getEffectPassCount() - 1, and handles the perspective transform if necessary. More...
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| void | blitIntermediateEffectPass (int effectPassIndex, Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager) |
| | Blits the intermediate effect pass. More...
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| void | clearRenderTarget (Renderer3D &renderer, CompositionStack &compositionStack, TextureSharedPtr texture, ColorRGBA clearColor) |
| | Clears the render target texture with a given color. More...
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| void | clearRenderTarget (Renderer3D &renderer, CompositionStack &compositionStack, NativeFramebufferHandle framebufferHandle, ColorRGBA clearColor) |
| | Clears the native framebuffer with a given color. More...
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| void | endInitialEffectPass (CompositionStack &compositionStack) |
| | Ends the initial effect pass, whose index is 0. More...
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| void | finalizeEffectPasses () |
| | Finalizes the effect passes. More...
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| Vector2 | getEffectInputTexelSize (int effectPassIndex, int inputIndex) |
| | Gets the texel size of the input effect pass texture in texture coordinates. More...
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| EffectPass & | getEffectPass (int index) |
| | Gets a reference to the effect pass at a given index. More...
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| size_t | getEffectPassCount () const |
| | Gets the number of effect passes. More...
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| int | getLastEffectPassIndex () const |
| | Gets the index of the last effect pass. More...
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| | NodeEffectRenderer2D (NodeEffect2DSharedPtr nodeEffect) |
| | Constructor. More...
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| void | releaseEffectPassInputRenderTargets (NodeEffectRenderer2D::EffectPass ¤tEffectPass, CompositionManager *compositionManager) |
| | Releases those temporary render targets used by input that have EffectPass::Input::releaseRenderTarget set to true. More...
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| void | removeAllEffectPasses () |
| | Removes all effect passes. More...
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