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
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Dictionary<GPUBuffer , ModelLOD >
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Locker
Declaration
public static CriticalSection Locker
Field Value
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CriticalSection
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Methods
AddIndexBufferToModelLOD(GPUBuffer* indexBuffer, const ModelLOD* modelLod)
Declaration
public static void AddIndexBufferToModelLOD(GPUBuffer* indexBuffer, const ModelLOD* modelLod)
Parameters
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GPUBuffer
indexBuffer
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ModelLOD
modelLod
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Returns
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void
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Dispose()
Cleanup service data.
Declaration
public virtual void Dispose() override
Overrides
DrawLinearToSrgb(RenderContext& renderContext, GPUTexture* input)
Draws the shader that converts texture from Linear to sRGB color space. Can be used to display internal lighting buffer that is not matching gamma of the output display.
Assumes the output render target and viewport has been set.
Declaration
public void DrawLinearToSrgb(RenderContext& renderContext, GPUTexture* input)
Parameters
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RenderContext
renderContext
The rendering context. |
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GPUTexture
input
The input texture to blit. |
DrawMaterialComplexity(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
Declaration
public void DrawMaterialComplexity(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
Parameters
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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
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RenderContext
renderContext
The rendering context. |
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GPUTexture
lightBuffer
Light buffer to output material emissive light and precomputed indirect lighting |
Init()
Initialize service.
Declaration
public virtual bool Init() override
Returns
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bool
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Overrides
IsDebugView(ViewMode mode)
OverrideDrawCalls(RenderContext& renderContext)
Declaration
public void OverrideDrawCalls(RenderContext& renderContext)
Parameters
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RenderContext
renderContext
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PreOverrideDrawCalls(RenderContext& renderContext)
Declaration
public void PreOverrideDrawCalls(RenderContext& renderContext)
Parameters
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RenderContext
renderContext
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RenderDebug(RenderContext& renderContext)
Render debug view
Declaration
public void RenderDebug(RenderContext& renderContext)
Parameters
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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
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RenderContext
renderContext
The rendering context. |
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GPUContext
context
The GPU context. |
Returns
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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
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RenderView
view
The rendering view. |
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ShaderGBufferData
gBuffer
GBuffer input to setup |
setupResources()
Declaration
protected virtual bool setupResources() override
Returns
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bool
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Overrides
ToString()
Gets the string representation of this object.
Declaration
public virtual String ToString() const override
Returns
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String
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