Gazebo Rendering

API Reference

9.0.0
BaseLensFlarePass< T > Class Template Reference

Base Gaussian noise render pass. More...

#include <BaseLensFlarePass.hh>

Public Member Functions

virtual ~BaseLensFlarePass () override
 Destructor.
 
void SetLight (LightPtr _light) override
 Set the light that generates lens flare.
 
- Public Member Functions inherited from LensFlarePass
 LensFlarePass ()
 Constructor.
 
virtual ~LensFlarePass ()
 Destructor.
 
virtual const math::Vector3dColor () const =0
 Returns the color set in SetColor()
 
virtual void Init (ScenePtr _scene)=0
 Initializes the Lens Flare Pass with given scene.
 
virtual uint32_t OcclusionSteps () const =0
 Returns the number of steps set in SetOcclusionSteps()
 
virtual double Scale () const =0
 Returns the scale set in SetScale()
 
virtual void SetColor (const math::Vector3d &_color)=0
 Set the color of lens flare.
 
virtual void SetOcclusionSteps (uint32_t _occlusionSteps)=0
 Set the number of steps to take in each direction when checking for occlusions.
 
virtual void SetScale (double _scale)=0
 Set the scale of lens flare.
 
- Public Member Functions inherited from RenderPass
virtual ~RenderPass ()
 Destructor.
 
virtual bool IsEnabled () const =0
 Get whether or not the render pass is enabled.
 
virtual void PreRender (const CameraPtr &_camera)=0
 See Object::PreRender. This function will call Object::PreRender but with the added bonus that it has access to the camera that is about to render.
 
virtual void SetEnabled (bool _enabled)=0
 Set to enable or disable the render pass.
 
virtual void SetWideAngleCameraAfterStitching (bool _afterStitching)=0
 WideAngleCamera renders to 6 faces; then stitches all 6 into a final "fish-eye" lens result.
 
virtual bool WideAngleCameraAfterStitching () const =0
 See SetWideAngleCameraAfterStitching()
 
- Public Member Functions inherited from Object
virtual ~Object ()
 Destructor.
 
virtual void Destroy ()=0
 Destroy any resources associated with this object. Invoking any other functions after destroying an object will result in undefined behavior.
 
virtual unsigned int Id () const =0
 Get the object ID. This ID will be unique across all objects inside a given scene, but necessarily true for objects across different scenes.
 
virtual std::string Name () const =0
 Get the object name. This name will be unique across all objects inside a given scene, but necessarily true for objects across different scenes.
 
virtual void PostRender ()=0
 Post process this object and any of its children after rendering.
 
virtual ScenePtr Scene () const =0
 Get the Scene that created this object.
 

Protected Member Functions

 BaseLensFlarePass ()
 Constructor.
 

Protected Attributes

LightPtr light
 Light that generates the lens flare.
 

Detailed Description

template<class T>
class gz::rendering::BaseLensFlarePass< T >

Base Gaussian noise render pass.

Constructor & Destructor Documentation

◆ BaseLensFlarePass()

template<class T >
BaseLensFlarePass ( )
protected

Constructor.

◆ ~BaseLensFlarePass()

template<class T >
~BaseLensFlarePass ( )
overridevirtual

Destructor.

Member Function Documentation

◆ SetLight()

template<class T >
void SetLight ( LightPtr  _light)
overridevirtual

Set the light that generates lens flare.

Parameters
[in]_lightPointer to light

Implements LensFlarePass.

Member Data Documentation

◆ light

template<class T >
LightPtr light
protected

Light that generates the lens flare.


The documentation for this class was generated from the following file: