Use a Clear Render Pass to clear the color, depth, and stencil buffers of the current render context before passing the control to the descendants of this render pass. More...
Static Public Member Functions | |
| static< T extends KanziObject > ObjectRef< T > | create (Domain domain, String name) |
| Creates a Clear Render Pass. | |
Static Public Attributes | |
| static final Metaclass | metaclass |
| The Metaclass for the class. | |
Static Public Attributes inherited from RenderPass | |
| static final Metaclass | metaclass |
| The Metaclass for the class. | |
Static Public Attributes inherited from GPUResource | |
| static final Metaclass | metaclass |
| The Metaclass for the class. | |
Static Public Attributes inherited from Resource | |
| static final Metaclass | metaclass |
| The Metaclass for the class. | |
Static Public Attributes inherited from ResourceProxy | |
| static final Metaclass | metaclass |
| The Metaclass for the class. | |
Static Public Attributes inherited from KanziObject | |
| static final Metaclass | metaclass = new AbstractMetaclass("Kanzi.Object") |
| The Metaclass for the class. | |
Additional Inherited Members | |
Public Member Functions inherited from GPUResource | |
| int | getGPUMemoryUsage () |
| Gets the amount of GPU memory used by the resource. | |
| boolean | isDeployed () |
Public Member Functions inherited from ResourceProxy | |
| String | getName () |
| Gets the resource name. | |
| String | getUrl () |
| Gets the resource URL. | |
| void | setKeepAlive (boolean keepAlive) |
| Sets the keep alive flag. | |
Public Member Functions inherited from KanziObject | |
| boolean | equals (Object object) |
| Domain | getDomain () |
| Returns the domain the object belongs to. | |
| Metaclass | getDynamicMetaclass () |
| Returns the metaclass of the dynamic type of the object. | |
| long | getNative () |
| Gets a pointer to the backing C++ instance. | |
| TDataType | getOptionalProperty (PropertyType< TDataType > propertyType) |
| Returns the current value of a property type, but does not use the default value if there are no inputs to the property value. | |
| TDataType | getProperty (PropertyType< TDataType > propertyType) |
| Returns the current value of a property type. | |
| int | hashCode () |
| boolean | hasValue (PropertyType< TDataType > propertyType) |
| Evaluates whether there are any inputs into the property value. | |
| boolean | isStale () |
| Test if the object is stale i.e. | |
| void | removeLocalValue (PropertyType< TDataType > propertyType) |
| Removes the local value associated with the property. | |
| void | setFlagKeepDuringPatching (PropertyType< TDataType > propertyType) |
| Sets the flag to indicate that the property was loaded from KZB. | |
| void | setProperty (PropertyType< TDataType > propertyType, TDataType value) |
| Sets the local value of a property type. | |
| ObjectRef< TType > | tryCreateObjectRef (Class< TType > clazz) |
| Tries to create an owning ObjectRef instance to this KanziObject. | |
Public Attributes inherited from ResourceMetadata | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.Resource") |
| Metaclass for Resource. | |
Public Attributes inherited from GPUResourceMetadata | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.GPUResource") |
| Metaclass for GPUResource. | |
Public Attributes inherited from RenderPassMetadata | |
| DynamicPropertyType< Matrix4x4 > | CameraMatrixProperty |
| The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector3 > | CameraPositionProperty |
| The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< String > | CameraProperty |
| Sets the Camera node that you want to use to render the nodes. | |
| DynamicPropertyType< Boolean > | EnabledProperty |
| Whether Kanzi executes this render pass and its child render pass tree. | |
| DynamicPropertyType< Vector4 > | InputViewportAreaProperty |
| 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< Vector2 > | NearFarPlaneProperty |
| The distances to the camera near and far planes that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector4 > | OutputViewportProperty |
| Viewport applied by the rendering of the render pass. | |
| DynamicPropertyType< Matrix4x4 > | PreviousCameraMatrixProperty |
| Camera matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | PreviousProjectionMatrixProperty |
| Projection matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | ProjectionMatrixProperty |
| The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Boolean > | ShadowProjectionFittingEnabledProperty |
| Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera. | |
| DynamicPropertyType< Vector3 > | ShadowProjectionMarginProperty |
| Use to add extra margin by scaling the area of the projection. | |
| DynamicPropertyType< Vector2 > | ShadowProjectionRangeProperty |
| Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum. | |
| 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. | |
| DynamicPropertyType< Vector4 > | ViewPositionProperty |
| The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
Public Attributes inherited from ClearRenderPassMetadata | |
| DynamicPropertyType< ColorRGBA > | ClearColor0Property |
| Sets the color that you want the Clear render pass to use to clear the first (default) color buffer. | |
| DynamicPropertyType< ColorRGBA > | ClearColor1Property |
| Sets the color that you want the Clear render pass to use to clear the second color buffer. | |
| DynamicPropertyType< ColorRGBA > | ClearColor2Property |
| Sets the color that you want the Clear render pass to use to clear the third color buffer. | |
| DynamicPropertyType< ColorRGBA > | ClearColor3Property |
| Sets the color that you want the Clear render pass to use to clear the fourth color buffer. | |
| DynamicPropertyType< Float > | ClearDepthProperty |
| Sets the depth that you want the Clear render pass to use to clear the depth buffer. | |
| DynamicPropertyType< Integer > | ClearStencilProperty |
| Sets the clear stencil that you want the Clear render pass to use to clear the stencil buffer. | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.ClearRenderPass") |
| Metaclass for ClearRenderPass. | |
Use a Clear Render Pass to clear the color, depth, and stencil buffers of the current render context before passing the control to the descendants of this render pass.
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static |
Creates a Clear Render Pass.
| domain | The domain to use. |
| name | The name of the Clear Render Pass. |
Reimplemented from RenderPass.