BlurRenderPass class
#include <Jazz2/Rendering/BlurRenderPass.h>
Applies blur to a scene.
Post-processing pass that renders a source texture through a downsample or directional Gaussian blur shader into its own off-screen target. Several instances are chained per PlayerViewport to build the half- and quarter-resolution blur buffers used for bloom and underwater effects.
Base classes
- class nCine::SceneNode
- Base node of the scene graph transformation hierarchy.
Constructors, destructors, conversion operators
- BlurRenderPass(PlayerViewport* owner)
- Creates a new instance attached to a given viewport.
Public functions
-
void Initialize(Texture* source,
std::
int32_t width, std:: int32_t height, Vector2f direction) - Initializes the render pass.
- void Register()
- Registers the render pass into the viewport chain.
- void Dispose()
- Releases all allocated resources.
- auto OnDraw(RenderQueue& renderQueue) -> bool override
- Called when the node needs to be drawn, returning
trueif a command was added. - auto GetTarget() const -> Texture*
- Returns the resulting target texture.
Function documentation
void Jazz2:: Rendering:: BlurRenderPass:: Initialize(Texture* source,
std:: int32_t width,
std:: int32_t height,
Vector2f direction)
Initializes the render pass.
| Parameters | |
|---|---|
| source | Source texture to blur |
| width | Width of the target texture |
| height | Height of the target texture |
| direction | Blur direction (zero vector performs only downsampling) |