SRenderingPassInfo

#include

Public Types

enum EShadowMapType {
SHADOW_MAP_NONE = 0, SHADOW_MAP_GSM, SHADOW_MAP_LOCAL, SHADOW_MAP_CACHED,
SHADOW_MAP_CACHED_MGPU_COPY
}
enum ESkipRenderingFlags {
SHADOWS = BIT(0), BRUSHES = BIT(1), VEGETATION = BIT(2), ENTITIES = BIT(3),
TERRAIN = BIT(4), WATEROCEAN = BIT(5), PARTICLES = BIT(6), DECALS = BIT(7),
TERRAIN_DETAIL_MATERIALS = BIT(8), FAR_SPRITES = BIT(9), MERGED_MESHES = BIT(10), WATER_WAVES = BIT(12),
ROADS = BIT(13), WATER_VOLUMES = BIT(14), CLOUDS = BIT(15), CUBEMAP_GEN = BIT(16),
GEOM_CACHES = BIT(17), DISABLE_RENDER_CHUNK_MERGE = BIT(18), STATIC_OBJECTS = BRUSHES | VEGETATION, DEFAULT_FLAGS = SHADOWS | BRUSHES | VEGETATION | ENTITIES | TERRAIN | WATEROCEAN | PARTICLES | DECALS | TERRAIN_DETAIL_MATERIALS | FAR_SPRITES | MERGED_MESHES | WATER_WAVES | ROADS | WATER_VOLUMES | CLOUDS | GEOM_CACHES,
DEFAULT_SHADOWS_FLAGS = BRUSHES | VEGETATION | ENTITIES | TERRAIN | WATEROCEAN | PARTICLES | DECALS | TERRAIN_DETAIL_MATERIALS | FAR_SPRITES | MERGED_MESHES | WATER_WAVES | ROADS | WATER_VOLUMES | CLOUDS | GEOM_CACHES, DEFAULT_RECURSIVE_FLAGS = BRUSHES | VEGETATION | ENTITIES | TERRAIN | WATEROCEAN | PARTICLES | DECALS | TERRAIN_DETAIL_MATERIALS | FAR_SPRITES | MERGED_MESHES | WATER_WAVES | ROADS | WATER_VOLUMES | CLOUDS | GEOM_CACHES
}
Enum flags to identify which objects to skip for this pass.

Public Member Functions

bool IsGeneralPass () const
bool IsRecursivePass () const
uint32 GetRecursiveLevel () const
bool IsShadowPass () const
bool IsCachedShadowPass () const
EShadowMapType GetShadowMapType () const
bool IsDisableRenderChunkMerge () const
bool IsAuxWindow () const
threadID ThreadID () const
void SetThreadID (threadID id)
int GetFrameID () const
uint32 GetMainFrameID () const
const CCamera & GetCamera () const
bool IsCameraUnderWater () const
float GetZoomFactor () const
float GetInverseZoomFactor () const
bool IsZoomActive () const
bool IsZoomInProgress () const
bool RenderShadows () const
bool RenderBrushes () const
bool RenderVegetation () const
bool RenderEntities () const
bool RenderTerrain () const
bool RenderWaterOcean () const
bool RenderParticles () const
bool RenderDecals () const
bool RenderTerrainDetailMaterial () const
bool RenderFarSprites () const
bool RenderMergedMeshes () const
bool RenderWaterWaves () const
bool RenderRoads () const
bool RenderWaterVolumes () const
bool RenderClouds () const
bool RenderGeomCaches () const
bool IsRenderingCubemap () const
uint8 ShadowFrustumSide () const
uint8 ShadowFrustumLod () const
CRenderView * GetRenderView () const
IRenderView * GetIRenderView () const
SRendItemSorter & GetRendItemSorter () const
void OverrideRenderItemSorter (SRendItemSorter s)
CryDisplayContextHandle GetDisplayContextHandle () const
void SetWriteMutex (void *jobState)
void * WriteMutex () const
void SetShadowPasses (class std::vector< SRenderingPassInfo > *p)
std::vector< SRenderingPassInfo > * GetShadowPasses () const
SRenderingPassInfo (threadID id)

Static Public Member Functions

static SRenderingPassInfo CreateGeneralPassRenderingInfo (const CCamera &rCamera, uint32 nRenderingFlags=DEFAULT_FLAGS, bool bAuxWindow=false, uintptr_t displayContextHandle=0)
Creating function for RenderingPassInfo, the create functions will fetch all other necessary information like thread id/frame id, etc.
static SRenderingPassInfo CreateRecursivePassRenderingInfo (const CCamera &rCamera, uint32 nRenderingFlags=DEFAULT_RECURSIVE_FLAGS)
static SRenderingPassInfo CreateShadowPassRenderingInfo (IRenderViewPtr pRenderView, const CCamera &rCamera, int nLightFlags, int nShadowMapLod, bool bExtendedLod, bool bIsMGPUCopy, uint32 nSide, uint32 nRenderingFlags=DEFAULT_SHADOWS_FLAGS)
static SRenderingPassInfo CreateBillBoardGenPassRenderingInfo (const CCamera &rCamera, uint32 nRenderingFlags=DEFAULT_FLAGS)
static SRenderingPassInfo CreateTempRenderingInfo (const CCamera &rCamera, const SRenderingPassInfo &rPassInfo)
static SRenderingPassInfo CreateTempRenderingInfo (uint32 nRenderingFlags, const SRenderingPassInfo &rPassInfo)
static SRenderingPassInfo CreateTempRenderingInfo (SRendItemSorter s, const SRenderingPassInfo &rPassInfo)

Detailed Description

State of 3dengine during rendering. Used to prevent global state.