Kanzi 4.1.2
RenderPassMetadata Interface Reference

Metadata definitions for RenderPass. More...

Inheritance diagram for RenderPassMetadata:
[legend]

Public Attributes

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.
 

Detailed Description

Metadata definitions for RenderPass.

Member Data Documentation

◆ CameraMatrixProperty

DynamicPropertyType<Matrix4x4> CameraMatrixProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.CameraMatrix", Matrix4x4.class)

The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.

◆ CameraPositionProperty

DynamicPropertyType<Vector3> CameraPositionProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.CameraPosition", Vector3.class)

The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.

◆ CameraProperty

DynamicPropertyType<String> CameraProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.Camera", String.class)

Sets the Camera node that you want to use to render the nodes.

To use the default Camera node in that Scene node, do not set the value for this property.

◆ EnabledProperty

DynamicPropertyType<Boolean> EnabledProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.Enabled", Boolean.class)

Whether Kanzi executes this render pass and its child render pass tree.

◆ InputViewportAreaProperty

DynamicPropertyType<Vector4> InputViewportAreaProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.InputViewportArea", Vector4.class)

Reports the viewport area relative to the composition space as passed from the parent render pass.

To access the Input Viewport Area property fields in a binding, use:

  • X for the offset along the x axis relative to the composition space
  • Y for the offset along the y axis relative to the composition space
  • Z for the width of the viewport
  • W for the height of the viewport

◆ NearFarPlaneProperty

DynamicPropertyType<Vector2> NearFarPlaneProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.NearFarPlane", Vector2.class)

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.

◆ OutputViewportProperty

DynamicPropertyType<Vector4> OutputViewportProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.OutputViewport", Vector4.class)

Viewport applied by the rendering of the render pass.

◆ PreviousCameraMatrixProperty

DynamicPropertyType<Matrix4x4> PreviousCameraMatrixProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.PreviousCameraMatrix", Matrix4x4.class)

Camera matrix from the previous frame, used for velocity buffer calculation.

◆ PreviousProjectionMatrixProperty

DynamicPropertyType<Matrix4x4> PreviousProjectionMatrixProperty
Initial value:
= new DynamicPropertyType<>(
"DrawObjectsRenderPass.PreviousProjectionMatrix", Matrix4x4.class)

Projection matrix from the previous frame, used for velocity buffer calculation.

◆ ProjectionMatrixProperty

DynamicPropertyType<Matrix4x4> ProjectionMatrixProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.ProjectionMatrix", Matrix4x4.class)

The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.

◆ ShadowProjectionFittingEnabledProperty

DynamicPropertyType<Boolean> ShadowProjectionFittingEnabledProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.ShadowProjectionFittingEnabled", Boolean.class)

Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera.

◆ ShadowProjectionMarginProperty

DynamicPropertyType<Vector3> ShadowProjectionMarginProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.ShadowProjectionMargin", Vector3.class)

Use to add extra margin by scaling the area of the projection.

◆ ShadowProjectionRangeProperty

DynamicPropertyType<Vector2> ShadowProjectionRangeProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.ShadowProjectionRange", Vector2.class)

Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum.

For example if X: 0.0, Y: 0.5 means only the closest half of the camera frustum is guaranteed to be included in the shadow projection.

◆ UpdateOffsetProperty

DynamicPropertyType<Integer> UpdateOffsetProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.UpdateOffset", Integer.class)

Sets a frame offset to the rendering rate that you set with the Update Rate property.

This lets you cascade multiple updating render passes to different frames.

◆ UpdateRateProperty

DynamicPropertyType<Integer> UpdateRateProperty
Initial value:
=
new DynamicPropertyType<>("RenderPass.UpdateRate", Integer.class)

Sets the rate at which to render the render pass.

To render every frame, set to 1. To render every second frame, set to 2, and so on. To render only once, set to 0.

◆ ViewPositionProperty

DynamicPropertyType<Vector4> ViewPositionProperty
Initial value:
=
new DynamicPropertyType<>("DrawObjectsRenderPass.ViewPosition", Vector4.class)

The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.