28#ifndef __CompositionTargetPass_H__
29#define __CompositionTargetPass_H__
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Object representing one pass or operation in a composition sequence.
Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework.
void setShadowsEnabled(bool enabled)
Set whether shadows are enabled in this target pass.
void removeAllPasses()
Remove all passes.
const String & getOutputName() const
Get output local texture name.
uint32 mVisibilityMask
Visibility mask for this render.
VectorIterator< Passes > PassIterator
CompositionTechnique * getParent()
Get parent object.
void removePass(size_t idx)
Remove a pass.
void setMaterialScheme(const String &schemeName)
Set the material scheme used by this target pass.
CompositionPass * createPass()
Create a new pass, and return a pointer to it.
InputMode mInputMode
Input mode.
float mLodBias
LOD bias of this render.
CompositionTechnique * mParent
Parent technique.
bool _isSupported(void)
Determine if this target pass is supported on the current rendering device.
void setVisibilityMask(uint32 mask)
Set the scene visibility mask used by this pass.
CompositionTargetPass(CompositionTechnique *parent)
const String & getMaterialScheme(void) const
Get the material scheme used by this target pass.
String mOutputName
(local) output texture
bool mShadowsEnabled
Shadows option.
float getLodBias()
Get the scene LOD bias used by this pass.
bool mOnlyInitial
This target pass is only executed initially after the effect has been enabled.
PassIterator getPassIterator(void)
Get an iterator over the Passes in this TargetPass.
CompositionPass * getPass(size_t idx)
Get a pass.
size_t getNumPasses()
Get the number of passes.
void setOnlyInitial(bool value)
Set "only initial" flag.
uint32 getVisibilityMask()
Get the scene visibility mask used by this pass.
InputMode
Input mode of a TargetPass.
bool getOnlyInitial()
Get "only initial" flag.
String mMaterialScheme
Material scheme name.
void setInputMode(InputMode mode)
Set input mode of this TargetPass.
vector< CompositionPass * >::type Passes
void setOutputName(const String &out)
Set output local texture name.
bool getShadowsEnabled(void) const
Get whether shadows are enabled in this target pass.
InputMode getInputMode() const
Get input mode.
void setLodBias(float bias)
Set the scene LOD bias used by this pass.
Base composition technique, can be subclassed in plugins.
Concrete IteratorWrapper for nonconst access to the underlying container.