Class GBufferPass
Rendering scene to the GBuffer
Assembly: FlaxEngine.dll
File: Engine/Renderer/GBufferPass.h
Syntax
public class GBufferPass : public RendererPass
Fields
IndexBufferToModelLOD
Declaration
public static Dictionary<GPUBuffer* , ModelLOD* > IndexBufferToModelLOD
Field Value
Dictionary<GPUBuffer , ModelLOD >
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Locker
Declaration
public static CriticalSection Locker
Field Value
CriticalSection
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Methods
AddIndexBufferToModelLOD(GPUBuffer* indexBuffer, const ModelLOD* modelLod)
Declaration
public static void AddIndexBufferToModelLOD(GPUBuffer* indexBuffer, const ModelLOD* modelLod)
Parameters
GPUBuffer
indexBuffer
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ModelLOD
modelLod
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Returns
void
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Dispose()
Cleanup service data.
Declaration
public virtual void Dispose() override
Overrides
DrawMaterialComplexity(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
Declaration
public void DrawMaterialComplexity(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
Parameters
RenderContext
renderContext
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GPUContext
context
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GPUTextureView
lightBuffer
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Fill(RenderContext& renderContext, GPUTexture* lightBuffer)
Fill GBuffer
Declaration
public void Fill(RenderContext& renderContext, GPUTexture* lightBuffer)
Parameters
RenderContext
renderContext
The rendering context. |
GPUTexture
lightBuffer
Light buffer to output material emissive light and precomputed indirect lighting |
Init()
Initialize service.
Declaration
public virtual bool Init() override
Returns
bool
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Overrides
IsDebugView(ViewMode mode)
OverrideDrawCalls(RenderContext& renderContext)
Declaration
public void OverrideDrawCalls(RenderContext& renderContext)
Parameters
RenderContext
renderContext
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PreOverrideDrawCalls(RenderContext& renderContext)
Declaration
public void PreOverrideDrawCalls(RenderContext& renderContext)
Parameters
RenderContext
renderContext
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RenderDebug(RenderContext& renderContext)
Render debug view
Declaration
public void RenderDebug(RenderContext& renderContext)
Parameters
RenderContext
renderContext
The rendering context. |
RenderSkybox(RenderContext& renderContext, GPUContext* context)
Renders the sky or skybox into low-resolution cubemap. Can be used to sample realtime sky lighting in GI passes.
Declaration
public GPUTextureView* RenderSkybox(RenderContext& renderContext, GPUContext* context)
Parameters
RenderContext
renderContext
The rendering context. |
GPUContext
context
The GPU context. |
Returns
GPUTextureView
Rendered cubemap or null if not ready or failed. |
SetInputs(const RenderView& view, ShaderGBufferData& gBuffer)
Set GBuffer inputs structure for given render task
Declaration
public static void SetInputs(const RenderView& view, ShaderGBufferData& gBuffer)
Parameters
RenderView
view
The rendering view. |
ShaderGBufferData
gBuffer
GBuffer input to setup |
setupResources()
Declaration
protected virtual bool setupResources() override
Returns
bool
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Overrides
ToString()
Gets the string representation of this object.
Declaration
public virtual String ToString() const override
Returns
String
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