Kanzi  3.9.7
Java API
PipelineStateRenderPassMetadata Interface Reference

Metadata definitions for PipelineStateRenderPass. More...

Inheritance diagram for PipelineStateRenderPassMetadata:
[legend]

Public Attributes

DynamicPropertyType< Integer > BlendModeProperty
 Overrides the blend mode set in each node that this render pass renders. More...
 
DynamicPropertyType< GraphicsColorWriteModeColorWriteModeProperty
 Sets which channels the render pass writes to the color buffer. More...
 
DynamicPropertyType< GraphicsCullModeCullModeProperty
 Sets the culling of the triangle faces in the rendered meshes. More...
 
DynamicPropertyType< GraphicsCompareFunctionDepthTestFunctionProperty
 Controls whether the depth test discards a fragment. More...
 
DynamicPropertyType< Boolean > DepthWriteEnabledProperty
 Sets whether the render pass writes to the depth buffer. More...
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.PipelineStateRenderPass")
 Metaclass for PipelineStateRenderPass.
 
DynamicPropertyType< Vector2PolygonDepthOffsetProperty
 Sets the polygon depth offset to apply to the element that the Pipeline State Render Pass renders: More...
 
DynamicPropertyType< PipelineStateRenderPassEnums.ViewportModeScissorModeProperty
 Sets the scissor test coordinate mode. More...
 
DynamicPropertyType< Vector4ScissorProperty
 Sets the scissor test within the current rendering Viewport node. More...
 
DynamicPropertyType< GraphicsStencilOperationStencilFailOperationProperty
 Sets the operation that the render pass performs when the stencil test fails. More...
 
DynamicPropertyType< Integer > StencilMaskProperty
 Sets a mask on which the AND operation is executed with both the reference value and the stored stencil value when the test is done. More...
 
DynamicPropertyType< GraphicsStencilOperationStencilPassDepthFailOperationProperty
 Sets the operation that the render pass performs when the stencil test passes, but the depth test fails. More...
 
DynamicPropertyType< GraphicsStencilOperationStencilPassDepthPassOperationProperty
 Sets the operation that the render pass performs when both, the stencil and the depth test, pass. More...
 
DynamicPropertyType< Integer > StencilReferenceValueProperty
 Sets the reference value for the stencil test. More...
 
DynamicPropertyType< GraphicsCompareFunctionStencilTestFunctionProperty
 Controls whether the stencil test discards a fragment. More...
 
DynamicPropertyType< Boolean > StencilWriteEnabledProperty
 Sets whether to enable writing to the stencil buffer. More...
 
DynamicPropertyType< PipelineStateRenderPassEnums.ViewportModeViewportModeProperty
 Sets the coordinate type for the Viewport node. More...
 
DynamicPropertyType< Vector4ViewportProperty
 Modifies the current rendering Viewport node. More...
 
- Public Attributes inherited from RenderPassMetadata
DynamicPropertyType< Boolean > EnabledProperty
 Whether Kanzi executes this render pass and its child render pass tree. More...
 
DynamicPropertyType< Vector4InputViewportAreaProperty
 Reports the viewport area relative to the composition space as passed from the parent render pass. More...
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.RenderPass")
 Metaclass for RenderPass.
 
- Public Attributes inherited from ResourceMetadata
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.Resource")
 Metaclass for Resource.
 

Detailed Description

Member Data Documentation

DynamicPropertyType<Integer> BlendModeProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.BlendMode", Integer.class)

Overrides the blend mode set in each node that this render pass renders.

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

Sets which channels the render pass writes to the color buffer.

To disable the color write, set the property to None.

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

Sets the culling of the triangle faces in the rendered meshes.

Set to:

  • Back to render the triangles whose normal points towards a Camera node
  • Front to render the triangles whose normal points away from a Camera node
DynamicPropertyType<GraphicsCompareFunction> DepthTestFunctionProperty
Initial value:
=
new DynamicPropertyType<>(
"PipelineStateRenderPass.DepthTestFunction", GraphicsCompareFunction.class)

Controls whether the depth test discards a fragment.

DynamicPropertyType<Boolean> DepthWriteEnabledProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.DepthWriteEnabled", Boolean.class)

Sets whether the render pass writes to the depth buffer.

DynamicPropertyType<Vector2> PolygonDepthOffsetProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.PolygonDepthOffset", Vector2.class)

Sets the polygon depth offset to apply to the element that the Pipeline State Render Pass renders:

  • Derivative multiplier sets the multiplier for the depth change derivative for the fragment.
  • Constant multiplier multiplies the smallest measurable unit of depth, dependent on the target platform.

You can use the offset to render decals on the surfaces of filled polygons. Kanzi typically shows nearer the camera those polygons that have a negative offset.

Initial value:
=
new DynamicPropertyType<>(
"PipelineStateRenderPass.ScissorMode", PipelineStateRenderPassEnums.ViewportMode.class)

Sets the scissor test coordinate mode.

DynamicPropertyType<Vector4> ScissorProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.Scissor", Vector4.class)

Sets the scissor test within the current rendering Viewport node.

You can define the scissor in either relative or absolute coordinates, the default is relative. Use the Scissor Mode property to set the coordinate type.

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

Sets the operation that the render pass performs when the stencil test fails.

DynamicPropertyType<Integer> StencilMaskProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.StencilMask", Integer.class)

Sets a mask on which the AND operation is executed with both the reference value and the stored stencil value when the test is done.

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

Sets the operation that the render pass performs when the stencil test passes, but the depth test fails.

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

Sets the operation that the render pass performs when both, the stencil and the depth test, pass.

DynamicPropertyType<Integer> StencilReferenceValueProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.StencilReferenceValue", Integer.class)

Sets the reference value for the stencil test.

DynamicPropertyType<GraphicsCompareFunction> StencilTestFunctionProperty
Initial value:
=
new DynamicPropertyType<>(
"PipelineStateRenderPass.StencilTestFunction", GraphicsCompareFunction.class)

Controls whether the stencil test discards a fragment.

DynamicPropertyType<Boolean> StencilWriteEnabledProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.StencilWriteEnabled", Boolean.class)

Sets whether to enable writing to the stencil buffer.

Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.ViewportMode",
PipelineStateRenderPassEnums.ViewportMode.class)

Sets the coordinate type for the Viewport node.

DynamicPropertyType<Vector4> ViewportProperty
Initial value:
=
new DynamicPropertyType<>("PipelineStateRenderPass.Viewport", Vector4.class)

Modifies the current rendering Viewport node.

You can define the Viewport in either relative or absolute coordinates, the default is relative. Use the Viewport Mode property to set the coordinate type.