Gazebo Rendering

API Reference

9.0.0~pre2

Base render pass that can be applied to a render target. More...

#include <BaseRenderPass.hh>

Public Member Functions

virtual ~BaseRenderPass ()
 Destructor.
 
virtual bool IsEnabled () const override
 Get whether or not the render pass is enabled.
 
virtual void PreRender (const CameraPtr &_camera) override
 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) override
 Set to enable or disable the render pass.
 
void SetWideAngleCameraAfterStitching (bool _afterStitching) override
 WideAngleCamera renders to 6 faces; then stitches all 6 into a final "fish-eye" lens result.
 
bool WideAngleCameraAfterStitching () const override
 See SetWideAngleCameraAfterStitching()
 
- Public Member Functions inherited from RenderPass
virtual ~RenderPass ()
 Destructor.
 
- 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

 BaseRenderPass ()
 Constructor.
 

Protected Attributes

bool afterStitching = false
 Flag tracking the current value of SetWideAngleCameraAfterStitching()
 
bool enabled = true
 Flag to indicate if render pass is enabled or not.
 

Detailed Description

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

Base render pass that can be applied to a render target.

Constructor & Destructor Documentation

◆ BaseRenderPass()

template<class T >
BaseRenderPass ( )
protected

Constructor.

◆ ~BaseRenderPass()

template<class T >
~BaseRenderPass ( )
virtual

Destructor.

Member Function Documentation

◆ IsEnabled()

template<class T >
bool IsEnabled ( ) const
overridevirtual

Get whether or not the render pass is enabled.

Returns
True if the render pass is enabled, false otherwise.

Implements RenderPass.

◆ PreRender()

template<class T >
void PreRender ( const CameraPtr _camera)
overridevirtual

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.

Parameters
[in]_cameraCamera that is about to render

Implements RenderPass.

Reimplemented in OgreLensFlarePass, Ogre2GaussianNoisePass, and Ogre2LensFlarePass.

◆ SetEnabled()

template<class T >
void SetEnabled ( bool  _enabled)
overridevirtual

Set to enable or disable the render pass.

Parameters
[in]_enabledTrue to enable the render pass, false to disable.

Implements RenderPass.

◆ SetWideAngleCameraAfterStitching()

template<class T >
void SetWideAngleCameraAfterStitching ( bool  _afterStitching)
overridevirtual

WideAngleCamera renders to 6 faces; then stitches all 6 into a final "fish-eye" lens result.

This function controls whether the effect is applied to each 6 faces individually; or during the "stitching" pass.

The default setting depends on the RenderPass (e.g. LensFlare defaults to true)

Remarks
This setting must not be changed after adding the RenderPass to a Camera.
Parameters
[in]_afterStitchingTrue if it should be done after stitching, False if it should be done to each of the 6 faces separately.

Implements RenderPass.

◆ WideAngleCameraAfterStitching()

template<class T >
bool WideAngleCameraAfterStitching ( ) const
overridevirtual

See SetWideAngleCameraAfterStitching()

Returns
The current value set by SetWideAngleCameraAfterStitching

Implements RenderPass.

Member Data Documentation

◆ afterStitching

template<class T >
bool afterStitching = false
protected

Flag tracking the current value of SetWideAngleCameraAfterStitching()

◆ enabled

template<class T >
bool enabled = true
protected

Flag to indicate if render pass is enabled or not.


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