Castor3D  ..
castor3d::MeshLightPass Liste des membres

Liste complète des membres de castor3d::MeshLightPass, y compris les membres hérités :

cleanup() overridecastor3d::MeshLightPassvirtual
doCleanup()castor3d::LightPassprotected
doCreateProgram(glsl::Shader const &vtx, glsl::Shader const &pxl) const =0castor3d::LightPassprotectedpure virtual
doGetLegacyPixelShaderSource(SceneFlags const &sceneFlags, LightType type) constcastor3d::LightPassprotectedvirtual
doGetPbrMRPixelShaderSource(SceneFlags const &sceneFlags, LightType type) constcastor3d::LightPassprotectedvirtual
doGetPbrSGPixelShaderSource(SceneFlags const &sceneFlags, LightType type) constcastor3d::LightPassprotectedvirtual
doInitialise(Scene const &scene, LightType type, VertexBuffer &vbo, SceneUbo &sceneUbo, ModelMatrixUbo *modelMatrixUbo)castor3d::LightPassprotected
doRender(castor::Size const &size, GeometryPassResult const &gp, bool first)castor3d::LightPassprotected
doUpdate(castor::Size const &size, Light const &light, Camera const &camera) overridecastor3d::MeshLightPassprotectedvirtual
getCount() const overridecastor3d::MeshLightPassvirtual
initialise(Scene const &scene, SceneUbo &sceneUbo) overridecastor3d::MeshLightPassvirtual
LightPass(Engine &engine, FrameBuffer &frameBuffer, FrameBufferAttachment &depthAttach, GpInfoUbo &gpInfoUbo, bool hasShadows)castor3d::LightPassprotected
m_depthAttachcastor3d::LightPassprotected
m_enginecastor3d::LightPassprotected
m_frameBuffercastor3d::LightPassprotected
m_gpInfoUbocastor3d::LightPassprotected
m_matrixUbocastor3d::LightPassprotected
m_offsetcastor3d::LightPassprotected
m_programcastor3d::LightPassprotected
m_shadowscastor3d::LightPassprotected
m_vertexBuffercastor3d::LightPassprotected
MeshLightPass(Engine &engine, FrameBuffer &frameBuffer, FrameBufferAttachment &depthAttach, GpInfoUbo &gpInfoUbo, LightType type, bool hasShadows)castor3d::MeshLightPass
ProgramPtr typedefcastor3d::LightPassprotected
render(castor::Size const &size, GeometryPassResult const &gp, Light const &light, Camera const &camera, bool first, ShadowMap *shadowMapOpt)castor3d::LightPassvirtual
~LightPass()=defaultcastor3d::LightPassvirtual
~MeshLightPass()castor3d::MeshLightPass