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| ezSimpleRenderPass (const char *szName="SimpleRenderPass") |
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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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void | SetMessage (const char *szMessage) |
| | Sets a debug message that can be displayed during rendering.
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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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Basic render pass that renders into a color target.
Can work as passthrough or directly render into the view's render target if no input is present. It is responsible for rendering unlit objects, all debug rendering and also GUI elements.