Effect pass configuration. More...
#include <kanzi/core.ui/node/node_effect_renderer2d.hpp>
Classes | |
struct | Input |
Effect pass input configuration. More... | |
Public Member Functions | |
EffectPass ()=default | |
Declare EffectPass as movable but not copyable. More... | |
EffectPass (EffectPass &&)=default | |
EffectPass & | operator= (EffectPass &&)=default |
Public Attributes | |
EffectRenderState * | effectRenderState |
Effect render state to use for intermediate or final blit pass. More... | |
vector< Input > | inputs |
Input configuration (must match with EffectPass::effectRenderState->inputs). More... | |
Vector2 | minimumRenderTargetSize |
Minimum render target resolution required by the output of this effect pass. More... | |
RectangleFloat | renderRectangle |
Render rectangle relative to requested render target. More... | |
TextureSharedPtr | renderTarget |
Current render target. More... | |
bool | requiresClear |
Whether this effect pass requires render target clear. More... | |
Effect pass configuration.
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default |
Declare EffectPass as movable but not copyable.
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default |
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default |
EffectRenderState* kanzi::NodeEffectRenderer2D::EffectPass::effectRenderState |
Effect render state to use for intermediate or final blit pass.
vector<Input> kanzi::NodeEffectRenderer2D::EffectPass::inputs |
Input configuration (must match with EffectPass::effectRenderState->inputs).
RectangleFloat kanzi::NodeEffectRenderer2D::EffectPass::renderRectangle |
Render rectangle relative to requested render target.
Vector2 kanzi::NodeEffectRenderer2D::EffectPass::minimumRenderTargetSize |
Minimum render target resolution required by the output of this effect pass.
bool kanzi::NodeEffectRenderer2D::EffectPass::requiresClear |
Whether this effect pass requires render target clear.
TextureSharedPtr kanzi::NodeEffectRenderer2D::EffectPass::renderTarget |
Current render target.
Set by corresponding beginInitialEffectPass and blitIntermediateEffectPass calls and cleared by the last render pass using this render target as the input (see EffectPass::Input::releaseRenderTarget).