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| ezSelectionHighlightPass (const char *szName="SelectionHighlightPass") |
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| virtual ezStatus | AddRenderPasses (const ezViewData &viewData, const ezCamera &camera, ezRenderGraph &ref_graph, const ezArrayPtr< const ezRenderPipelinePinConnection > inputs, ezArrayPtr< ezRenderPipelinePinConnection > outputs) override |
| | Called by the render pipeline when this pass is active. The pass declares its render-graph passes and writes the resulting transient handles into the outputs array.
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| virtual ezResult | Serialize (ezStreamWriter &inout_stream) const override |
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| virtual ezResult | Deserialize (ezStreamReader &inout_stream) override |
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| ezRenderPipelinePass (const char *szName, bool bIsStereoAware=false) |
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void | SetName (const char *szName) |
| | Sets the name of the pass.
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const char * | GetName () const |
| | returns the name of the pass.
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EZ_ALWAYS_INLINE bool | IsStereoAware () const |
| | True if the render pipeline pass can handle stereo cameras correctly.
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| virtual void | ReadBackProperties (ezView *pView) |
| | Allows for the pass to write data back using ezView::SetRenderPassReadBackProperty. E.g. picking results etc.
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| void | DeclareRendererDependenciesForCategory (ezRenderData::Category category, ezRenderGraph &ref_graph, ezRenderGraphPassBuilder &ref_passBuilder) |
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void | RenderDataWithCategory (const ezRenderViewContext &renderViewContext, ezRenderData::Category category) |
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EZ_ALWAYS_INLINE ezRenderPipeline * | GetPipeline () |
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EZ_ALWAYS_INLINE const ezRenderPipeline * | GetPipeline () const |
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| virtual ezStatus | AddRenderPassesInactive (const ezViewData &viewData, const ezCamera &camera, ezRenderGraph &ref_graph, const ezArrayPtr< const ezRenderPipelinePinConnection > inputs, ezArrayPtr< ezRenderPipelinePinConnection > outputs) |
| | Called by the render pipeline when this pass is inactive instead of AddRenderPasses. The default implementation does nothing; passes that produce outputs must override this and at minimum write the same output handles they would in AddRenderPasses (typically by adding a clear pass) so downstream passes still see a valid resource.
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| virtual ezGALTextureHandle | QueryTextureProvider (const ezRenderPipelineNodePin *pPin, const ezGALTextureCreationDescription &desc) |
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void | InitializePins () |
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ezHashedString | GetPinName (const ezRenderPipelineNodePin *pPin) const |
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const ezRenderPipelineNodePin * | GetPinByName (ezTempHashedString sName) const |
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const ezArrayPtr< const ezRenderPipelineNodePin *const > | GetInputPins () const |
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const ezArrayPtr< const ezRenderPipelineNodePin *const > | GetOutputPins () const |
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virtual const ezRTTI * | GetDynamicRTTI () const |
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bool | IsInstanceOf (const ezRTTI *pType) const |
| | Returns whether the type of this instance is of the given type or derived from it.
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template<typename T > |
| EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
| | Returns whether the type of this instance is of the given type or derived from it.
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Render pass that draws visual highlights around selected objects.
Reads from the depth-stencil buffer to identify selected objects and renders a colored outline and optional overlay. Used in editors and tools to show selection state.