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CeresEngine 0.2.0
A game development framework
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A structure that holds renderer-specific settings for a Camera.
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#include <CeresEngine/Renderer/RendererCameraSettings.hpp>
Static Public Member Functions | |
| template<typename Processor > | |
| static constexpr void | reflect (Processor &&RTTI) |
| Executes the given processor for every field of the struct. | |
Public Attributes | |
| RendererHDRSettings | hdr |
| HDR stands for high-dynamic range, and it allows the lights in the scene to use a large range of intensity values that can more closely approximate a real-world scene. | |
| RendererBloomSettings | bloom |
| Bloom provides an extra highlight to already bright areas of the scene, simulating the real-world camera effect where an extremely bright light overwhelms the camera. | |
| GlobalIlluminationSettings | globalIllumination |
| Settings that control Global Illumination. | |
| bool | depthPrePass = false |
| The depth/Z pre-pass is a technique where all of your scene geometry is rendered as a first step without filling in your frame buffer, producing only the depth buffer value. | |
| bool | frustumCulling = false |
| If enabled, the renderer will perform frustum culling on the camera. | |
A structure that holds renderer-specific settings for a Camera.
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inlinestaticconstexpr |
Executes the given processor for every field of the struct.
| RTTI | The processor to be ran for every field. |
| RendererBloomSettings CeresEngine::RendererCameraSettings::bloom |
Bloom provides an extra highlight to already bright areas of the scene, simulating the real-world camera effect where an extremely bright light overwhelms the camera.
The effect produces a fringe extending from the borders of the bright areas of the image. This effect is only used if tonemapping and HDR is enabled.
The depth/Z pre-pass is a technique where all of your scene geometry is rendered as a first step without filling in your frame buffer, producing only the depth buffer value.
You then render a second pass, which checks if the calculated depth for each pixel is equal to the value for that pixel in the depth buffer. If it isn’t, you can skip shading that fragment. Since processing vertices tends to be much faster than shading pixels, this can save a lot of time.
If enabled, the renderer will perform frustum culling on the camera.
| GlobalIlluminationSettings CeresEngine::RendererCameraSettings::globalIllumination |
Settings that control Global Illumination.
All frames rendered from that camera will have global illumination enabled.
| RendererHDRSettings CeresEngine::RendererCameraSettings::hdr |
HDR stands for high-dynamic range, and it allows the lights in the scene to use a large range of intensity values that can more closely approximate a real-world scene.
Lighting information is first written to a floating point texture that can store a wider range of values than a normal RGB texture. These high range lighting values are then used throughout the calculations in the engine, ensuring a higher quality final result.
Before the image is output to the screen it goes through the process called tone mapping, which converts the high range values into low range that a normal output device (like a monitor or a TV) can display.