Gazebo Rendering

API Reference

9.0.0
RenderPass Class Referenceabstract

A render pass can be added to a camera to affect how the scene is rendered. It can be used to add post-processing effects. Multiple passes can be chained together. More...

#include <gz/rendering/RenderPass.hh>

Public Member Functions

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.
 

Detailed Description

A render pass can be added to a camera to affect how the scene is rendered. It can be used to add post-processing effects. Multiple passes can be chained together.

Constructor & Destructor Documentation

◆ ~RenderPass()

virtual ~RenderPass ( )
virtual

Destructor.

Member Function Documentation

◆ IsEnabled()

virtual bool IsEnabled ( ) const
pure virtual

Get whether or not the render pass is enabled.

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

Implemented in BaseRenderPass< T >, BaseRenderPass< Ogre2Object >, and BaseRenderPass< OgreObject >.

◆ PreRender()

virtual void PreRender ( const CameraPtr _camera)
pure virtual

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

Implemented in BaseRenderPass< T >, BaseRenderPass< Ogre2Object >, BaseRenderPass< OgreObject >, OgreLensFlarePass, Ogre2GaussianNoisePass, and Ogre2LensFlarePass.

◆ SetEnabled()

virtual void SetEnabled ( bool  _enabled)
pure virtual

Set to enable or disable the render pass.

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

Implemented in BaseRenderPass< T >, BaseRenderPass< Ogre2Object >, and BaseRenderPass< OgreObject >.

◆ SetWideAngleCameraAfterStitching()

virtual void SetWideAngleCameraAfterStitching ( bool  _afterStitching)
pure virtual

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.

Implemented in BaseRenderPass< T >, BaseRenderPass< Ogre2Object >, and BaseRenderPass< OgreObject >.

◆ WideAngleCameraAfterStitching()

virtual bool WideAngleCameraAfterStitching ( ) const
pure virtual

See SetWideAngleCameraAfterStitching()

Returns
The current value set by SetWideAngleCameraAfterStitching

Implemented in BaseRenderPass< T >, BaseRenderPass< Ogre2Object >, and BaseRenderPass< OgreObject >.


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