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    Class GlobalSignDistanceFieldPass

    Global Sign Distance Field (SDF) rendering pass. Composites scene geometry into series of 3D volume textures that cover the world around the camera for global distance field sampling.

    Inheritance
    Singleton
    RendererPass
    GlobalSignDistanceFieldPass
    Inherited Members
    RendererPassBase::_hasValidResources
    RendererPassBase::checkIfSkipPass()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Object::Flags
    Singleton::Instance()
    RendererPassBase::invalidateResources()
    RendererPassBase::IsReady()
    Object::OnDeleteObject()
    RendererPassBase::RendererPassBase()
    Singleton::Singleton()
    Object::~Object()
    Singleton::~Singleton()
    Assembly: FlaxEngine.dll
    File: Engine/Renderer/GlobalSignDistanceFieldPass.h
    Syntax
    public class GlobalSignDistanceFieldPass : public RendererPass

    Constructors

    GPU_CB_STRUCT(ConstantsData { Float4 CascadePosDistance[4];Float4 CascadeVoxelSize;Float4 CascadeMaxDistance;Float4 CascadeMaxDistanceMip;Float2 Padding;uint32 CascadesCount;float Resolution;})

    Declaration
    public GPU_CB_STRUCT(ConstantsData { Float4 CascadePosDistance[4];Float4 CascadeVoxelSize;Float4 CascadeMaxDistance;Float4 CascadeMaxDistanceMip;Float2 Padding;uint32 CascadesCount;float Resolution;})
    Parameters
    ConstantsData { Float4 CascadePosDistance[4];Float4 CascadeVoxelSize;Float4 CascadeMaxDistance;Float4 CascadeMaxDistanceMip;Float2 Padding;uint32 CascadesCount;float Resolution;} GlobalSignDistanceFieldPass_GPU_CB_STRUCT_ConstantsData___Float4_CascadePosDistance_4__Float4_CascadeVoxelSize_Float4_CascadeMaxDistance_Float4_CascadeMaxDistanceMip_Float2_Padding_uint32_CascadesCount_float_Resolution___

    Methods

    Dispose()

    Cleanup service data.

    Declaration
    public virtual void Dispose() override
    Overrides
    RendererPassBase::Dispose()

    Get(const RenderBuffers* buffers, BindingData& result)

    Gets the Global SDF (only if enabled in Graphics Settings).

    Declaration
    public bool Get(const RenderBuffers* buffers, BindingData& result)
    Parameters
    RenderBuffers buffers

    The rendering context buffers.

    BindingData result

    The result Global SDF data for binding to the shaders.

    Returns
    bool

    True if there is no valid Global SDF rendered during this frame, otherwise false.

    GetCullingData(BoundingBox& bounds)

    Declaration
    public void GetCullingData(BoundingBox& bounds) const
    Parameters
    BoundingBox bounds

    Init()

    Initialize service.

    Declaration
    public virtual bool Init() override
    Returns
    bool

    Overrides
    RendererPassBase::Init()

    OnCollectDrawCalls(RenderContextBatch& renderContextBatch)

    Calls drawing scene objects in async early in the frame.

    Declaration
    public void OnCollectDrawCalls(RenderContextBatch& renderContextBatch)
    Parameters
    RenderContextBatch renderContextBatch

    The rendering context batch.

    RasterizeHeightfield(Actor* actor, GPUTexture* heightfield, const Transform& localToWorld, const BoundingBox& objectBounds, const Float4& localToUV)

    Declaration
    public void RasterizeHeightfield(Actor* actor, GPUTexture* heightfield, const Transform& localToWorld, const BoundingBox& objectBounds, const Float4& localToUV)
    Parameters
    Actor actor

    GPUTexture heightfield

    Transform localToWorld

    BoundingBox objectBounds

    Float4 localToUV

    RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds)

    Declaration
    public void RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds)
    Parameters
    Actor actor

    ModelBase::SDFData sdf

    Transform localToWorld

    BoundingBox objectBounds

    Render(RenderContext& renderContext, GPUContext* context, BindingData& result)

    Renders the Global SDF.

    Declaration
    public bool Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
    Parameters
    RenderContext renderContext

    The rendering context.

    GPUContext context

    The GPU context.

    BindingData result

    The result Global SDF data for binding to the shaders.

    Returns
    bool

    True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.

    RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)

    Renders the debug view.

    Declaration
    public void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
    Parameters
    RenderContext renderContext

    The rendering context.

    GPUContext context

    The GPU context.

    GPUTexture output

    The output buffer.

    setupResources()

    Declaration
    protected virtual bool setupResources() override
    Returns
    bool

    Overrides
    RendererPassBase::setupResources()

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()
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    In This Article
    • Constructors
      • GPU_CB_STRUCT(ConstantsData { Float4 CascadePosDistance[4];Float4 CascadeVoxelSize;Float4 CascadeMaxDistance;Float4 CascadeMaxDistanceMip;Float2 Padding;uint32 CascadesCount;float Resolution;})
    • Methods
      • Dispose()
      • Get(const RenderBuffers* buffers, BindingData& result)
      • GetCullingData(BoundingBox& bounds)
      • Init()
      • OnCollectDrawCalls(RenderContextBatch& renderContextBatch)
      • RasterizeHeightfield(Actor* actor, GPUTexture* heightfield, const Transform& localToWorld, const BoundingBox& objectBounds, const Float4& localToUV)
      • RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds)
      • Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
      • RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
      • setupResources()
      • ToString()
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