C# Класс Nez.DeferredLighting.DeferredLightingRenderer

handles deferred lighting. This Renderer should be ordered after any of your Renderers that render to a RenderTexture. Any renderLayers rendered by this Renderer should have Renderables with DeferredSpriteMaterials (or null Material to use the default, diffuse only Material).
Наследование: Renderer
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Открытые свойства

Свойство Тип Описание
diffuseRT RenderTexture
enableDebugBufferRender bool
lightRT RenderTexture
normalRT RenderTexture
renderLayers int[]

Открытые методы

Метод Описание
DeferredLightingRenderer ( int renderOrder, int lightLayer ) : System
onSceneBackBufferSizeChanged ( int newWidth, int newHeight ) : void
render ( Scene scene ) : void

we override render completely here so we can do our thing with multiple render targets

setAmbientColor ( Color color ) : DeferredLightingRenderer

ambient lighting color. Alpha is ignored

setClearColor ( Color color ) : DeferredLightingRenderer

clear color for the diffuse portion of the gbuffer

unload ( ) : void

Защищенные методы

Метод Описание
debugRender ( Scene scene, Camera cam ) : void

Приватные методы

Метод Описание
clearRenderTargets ( ) : void
renderAllBuffers ( Scene scene ) : void
renderFinalCombine ( Scene scene ) : void
renderLight ( AreaLight light ) : void
renderLight ( DeferredLight light ) : void
renderLight ( DirLight light ) : void
renderLight ( PointLight light ) : void
renderLight ( SpotLight light ) : void
renderLights ( Scene scene ) : void
renderSprites ( Scene scene ) : void

Описание методов

DeferredLightingRenderer() публичный Метод

public DeferredLightingRenderer ( int renderOrder, int lightLayer ) : System
renderOrder int
lightLayer int
Результат System

debugRender() защищенный Метод

protected debugRender ( Scene scene, Camera cam ) : void
scene Scene
cam Camera
Результат void

onSceneBackBufferSizeChanged() публичный Метод

public onSceneBackBufferSizeChanged ( int newWidth, int newHeight ) : void
newWidth int
newHeight int
Результат void

render() публичный Метод

we override render completely here so we can do our thing with multiple render targets
public render ( Scene scene ) : void
scene Scene scene.
Результат void

setAmbientColor() публичный Метод

ambient lighting color. Alpha is ignored
public setAmbientColor ( Color color ) : DeferredLightingRenderer
color Color Color.
Результат DeferredLightingRenderer

setClearColor() публичный Метод

clear color for the diffuse portion of the gbuffer
public setClearColor ( Color color ) : DeferredLightingRenderer
color Color Color.
Результат DeferredLightingRenderer

unload() публичный Метод

public unload ( ) : void
Результат void

Описание свойств

diffuseRT публичное свойство

public RenderTexture diffuseRT
Результат RenderTexture

enableDebugBufferRender публичное свойство

if true, all stages of the deferred pipeline are rendered after the final combine
public bool enableDebugBufferRender
Результат bool

lightRT публичное свойство

public RenderTexture lightRT
Результат RenderTexture

normalRT публичное свойство

public RenderTexture normalRT
Результат RenderTexture

renderLayers публичное свойство

the renderLayers this Renderer will render
public int[] renderLayers
Результат int[]