Castor3D
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Liste complète des membres de castor3d::PointLightPass, y compris les membres hérités :
cleanup() override | castor3d::MeshLightPass | virtual |
doCleanup() | castor3d::LightPass | protected |
doGetLegacyPixelShaderSource(SceneFlags const &sceneFlags, LightType type) const | castor3d::LightPass | protectedvirtual |
doGetPbrMRPixelShaderSource(SceneFlags const &sceneFlags, LightType type) const | castor3d::LightPass | protectedvirtual |
doGetPbrSGPixelShaderSource(SceneFlags const &sceneFlags, LightType type) const | castor3d::LightPass | protectedvirtual |
doInitialise(Scene const &scene, LightType type, VertexBuffer &vbo, SceneUbo &sceneUbo, ModelMatrixUbo *modelMatrixUbo) | castor3d::LightPass | protected |
doRender(castor::Size const &size, GeometryPassResult const &gp, bool first) | castor3d::LightPass | protected |
doUpdate(castor::Size const &size, Light const &light, Camera const &camera) override | castor3d::MeshLightPass | protectedvirtual |
getCount() const override | castor3d::MeshLightPass | virtual |
initialise(Scene const &scene, SceneUbo &sceneUbo) override | castor3d::MeshLightPass | virtual |
LightPass(Engine &engine, FrameBuffer &frameBuffer, FrameBufferAttachment &depthAttach, GpInfoUbo &gpInfoUbo, bool hasShadows) | castor3d::LightPass | protected |
m_depthAttach | castor3d::LightPass | protected |
m_engine | castor3d::LightPass | protected |
m_frameBuffer | castor3d::LightPass | protected |
m_gpInfoUbo | castor3d::LightPass | protected |
m_matrixUbo | castor3d::LightPass | protected |
m_offset | castor3d::LightPass | protected |
m_program | castor3d::LightPass | protected |
m_shadows | castor3d::LightPass | protected |
m_vertexBuffer | castor3d::LightPass | protected |
MeshLightPass(Engine &engine, FrameBuffer &frameBuffer, FrameBufferAttachment &depthAttach, GpInfoUbo &gpInfoUbo, LightType type, bool hasShadows) | castor3d::MeshLightPass | |
PointLightPass(Engine &engine, FrameBuffer &frameBuffer, FrameBufferAttachment &depthAttach, GpInfoUbo &gpInfoUbo, bool hasShadows) | castor3d::PointLightPass | |
ProgramPtr typedef | castor3d::LightPass | protected |
render(castor::Size const &size, GeometryPassResult const &gp, Light const &light, Camera const &camera, bool first, ShadowMap *shadowMapOpt) | castor3d::LightPass | virtual |
~LightPass()=default | castor3d::LightPass | virtual |
~MeshLightPass() | castor3d::MeshLightPass | |
~PointLightPass() | castor3d::PointLightPass |