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void | setBlurRadius (float radius) |
| Sets the pixel radius of the blur to use for the shadow. More...
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void | setColor (ColorRGBA color) |
| Sets the premultiplied color of the shadow. More...
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void | setQuality (ShadowEffect2D::Quality quality) |
| Sets the quality of the shadow. More...
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void | setShadowOffset (Vector2 offset) |
| Sets the 2D offset in pixels for the blurred shadow. More...
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void | setShadowOnly (bool shadowOnly) |
| Sets the shadow-only mode. More...
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void | setType (ShadowEffect2D::Type type) |
| Sets the shadow type. More...
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void | beginEffect (Renderer3D &renderer, CompositionStack &compositionStack, CompositionManager *compositionManager, const Matrix3x3 &worldTransform, const CompositionContentRequirements &requirements) |
| 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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size_t | getEffectPassCount () const |
| Gets the number of effect passes. 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, const CompositionContentRequirements &requirements) |
| 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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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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