Kanzi 4.1.0
BlitRenderPassMetadata Interface Reference

Metadata definitions for BlitRenderPass. More...

Inheritance diagram for BlitRenderPassMetadata:
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Public Attributes

DynamicPropertyType< Resource > MaterialProperty
 Sets to the Material that you want a Blit render pass to use to blit one or more textures.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.BlitRenderPass")
 Metaclass for BlitRenderPass.
 
DynamicPropertyType< Resource > Texture0Property
 Sets the first texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture1Property
 Sets the second texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture2Property
 Sets the third texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture3Property
 Sets the fourth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture4Property
 Sets the fifth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture5Property
 Sets the sixth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture6Property
 Sets the seventh texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture7Property
 Sets the eighth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture8Property
 Sets the ninth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > Texture9Property
 Sets the tenth texture you want the Blit render pass to blit.
 
DynamicPropertyType< Resource > TextureCubemapProperty
 Sets the cubemap texture you want the Blit render pass to blit.
 
- 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 ResourceMetadata
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.Resource")
 Metaclass for Resource.
 
- Public Attributes inherited from PipelineStateConceptMetadata
DynamicPropertyType< Boolean > AlphaToCoverageEnabledProperty
 Sets whether Alpha To Coverage is enabled or not.
 
DynamicPropertyType< Integer > BlendModeProperty
 Overrides the blend mode set in each node that this render pass renders.
 
DynamicPropertyType< ColorWriteMask > ColorWriteModeProperty
 Sets which channels the render pass writes to the color buffer.
 
DynamicPropertyType< GraphicsCullMode > CullModeProperty
 Sets the culling of the triangle faces in the rendered meshes:
 
DynamicPropertyType< GraphicsCompareFunction > DepthTestFunctionProperty
 Controls whether the depth test discards a fragment.
 
DynamicPropertyType< Boolean > DepthWriteEnabledProperty
 Sets whether the render pass writes to the depth buffer.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.PipelineStateConcept")
 Metaclass for PipelineStateConcept.
 
DynamicPropertyType< Vector2 > PolygonDepthOffsetProperty
 Sets the polygon depth offset to apply to the element that the Pipeline State render pass renders:
 
DynamicPropertyType< PipelineStateConceptEnums.ViewportMode > ScissorModeProperty
 Sets the scissor test coordinate mode.
 
DynamicPropertyType< Vector4 > ScissorProperty
 Sets the scissor test in the current rendering Viewport 2D node.
 
DynamicPropertyType< GraphicsStencilOperation > StencilFailOperationProperty
 Sets the operation that the render pass performs when the stencil test fails.
 
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.
 
DynamicPropertyType< GraphicsStencilOperation > StencilPassDepthFailOperationProperty
 Sets the operation that the render pass performs when the stencil test passes, but the depth test fails.
 
DynamicPropertyType< GraphicsStencilOperation > StencilPassDepthPassOperationProperty
 Sets the operation that the render pass performs when both, the stencil and the depth test, pass.
 
DynamicPropertyType< Integer > StencilReferenceValueProperty
 Sets the reference value for the stencil test.
 
DynamicPropertyType< GraphicsCompareFunction > StencilTestFunctionProperty
 Controls whether the stencil test discards a fragment.
 
DynamicPropertyType< Boolean > StencilWriteEnabledProperty
 Sets whether to enable writing to the stencil buffer.
 
DynamicPropertyType< PipelineStateConceptEnums.ViewportMode > ViewportModeProperty
 Sets the coordinate type for the Viewport node.
 
DynamicPropertyType< Vector4 > ViewportProperty
 Modifies the current rendering Viewport node.
 

Detailed Description

Metadata definitions for BlitRenderPass.

Member Data Documentation

◆ MaterialProperty

DynamicPropertyType<Resource> MaterialProperty
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Material", Resource.class)

Sets to the Material that you want a Blit render pass to use to blit one or more textures.

◆ Texture0Property

DynamicPropertyType<Resource> Texture0Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture0", Resource.class)

Sets the first texture you want the Blit render pass to blit.

◆ Texture1Property

DynamicPropertyType<Resource> Texture1Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture1", Resource.class)

Sets the second texture you want the Blit render pass to blit.

◆ Texture2Property

DynamicPropertyType<Resource> Texture2Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture2", Resource.class)

Sets the third texture you want the Blit render pass to blit.

◆ Texture3Property

DynamicPropertyType<Resource> Texture3Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture3", Resource.class)

Sets the fourth texture you want the Blit render pass to blit.

◆ Texture4Property

DynamicPropertyType<Resource> Texture4Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture4", Resource.class)

Sets the fifth texture you want the Blit render pass to blit.

◆ Texture5Property

DynamicPropertyType<Resource> Texture5Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture5", Resource.class)

Sets the sixth texture you want the Blit render pass to blit.

◆ Texture6Property

DynamicPropertyType<Resource> Texture6Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture6", Resource.class)

Sets the seventh texture you want the Blit render pass to blit.

◆ Texture7Property

DynamicPropertyType<Resource> Texture7Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture7", Resource.class)

Sets the eighth texture you want the Blit render pass to blit.

◆ Texture8Property

DynamicPropertyType<Resource> Texture8Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture8", Resource.class)

Sets the ninth texture you want the Blit render pass to blit.

◆ Texture9Property

DynamicPropertyType<Resource> Texture9Property
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.Texture9", Resource.class)

Sets the tenth texture you want the Blit render pass to blit.

◆ TextureCubemapProperty

DynamicPropertyType<Resource> TextureCubemapProperty
Initial value:
=
new DynamicPropertyType<>("BlitRenderPass.TextureCubemap", Resource.class)

Sets the cubemap texture you want the Blit render pass to blit.