Castor3D  ..
castor3d::RenderTechniquePass Liste des membres

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

cleanup()castor3d::RenderPass
createBillboardNode(Pass &pass, RenderPipeline &pipeline, BillboardBase &billboard)castor3d::RenderPass
createMorphingNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive, AnimatedMesh &mesh)castor3d::RenderPass
createSkinningNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive, AnimatedSkeleton &skeleton)castor3d::RenderPass
createStaticNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive)castor3d::RenderPass
DistanceSortedNodeMap typedefcastor3d::RenderPass
doCopyNodesBones(SkinningRenderNodeArray const &renderNodes, ShaderStorageBuffer &bonesBuffer) constcastor3d::RenderPassprotected
doCopyNodesBones(SkinningRenderNodeArray const &renderNodes, ShaderStorageBuffer &bonesBuffer, RenderInfo &info) constcastor3d::RenderPassprotected
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer) constcastor3d::RenderPassprotected
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer, RenderInfo &info) constcastor3d::RenderPassprotected
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer) constcastor3d::RenderPassprotected
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer, RenderInfo &info) constcastor3d::RenderPassprotected
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer) constcastor3d::RenderPassprotected
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer, RenderInfo &info) constcastor3d::RenderPassprotected
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer) constcastor3d::RenderPassprotected
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer, RenderInfo &info) constcastor3d::RenderPassprotected
doCreatePassRenderNode(Pass &pass, RenderPipeline &pipeline)castor3d::RenderPassprotected
doCreateSceneRenderNode(Scene &scene, RenderPipeline &pipeline)castor3d::RenderPassprotected
doGetProgram(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, ComparisonFunc alphaFunc, bool invertNormals) constcastor3d::RenderPassprotected
doRender(RenderInfo &info, ShadowMapLightTypeArray &shadowMaps, castor::Point2r const &jitter=castor::Point2r{})castor3d::RenderTechniquePassprotected
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) constcastor3d::RenderPassprotected
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) constcastor3d::RenderPassprotected
getGeometryShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) constcastor3d::RenderPass
getPipelineBack(BlendMode colourBlendMode, BlendMode alphaBlendMode, ComparisonFunc alphaFunc, PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) constcastor3d::RenderPass
getPipelineFront(BlendMode colourBlendMode, BlendMode alphaBlendMode, ComparisonFunc alphaFunc, PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) constcastor3d::RenderPass
getPixelShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, ComparisonFunc alphaFunc) constcastor3d::RenderPass
getSceneUbo()castor3d::RenderPassinline
getVertexShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, bool invertNormals) constcastor3d::RenderPass
initialise(castor::Size const &size)castor3d::RenderPass
isOrderIndependent() constcastor3d::RenderPassinline
m_backPipelinescastor3d::RenderPassprotected
m_billboardUbocastor3d::RenderPassprotected
m_cameracastor3d::RenderTechniquePassprotected
m_environmentcastor3d::RenderTechniquePassprotected
m_frontPipelinescastor3d::RenderPassprotected
m_geometryBufferscastor3d::RenderPassprotected
m_matrixUbocastor3d::RenderPassprotected
m_modelMatrixUbocastor3d::RenderPassprotected
m_modelUbocastor3d::RenderPassprotected
m_morphingUbocastor3d::RenderPassprotected
m_oitcastor3d::RenderPassprotected
m_opaquecastor3d::RenderPassprotected
m_renderQueuecastor3d::RenderPassprotected
m_renderSystemcastor3d::RenderPassprotected
m_scenecastor3d::RenderTechniquePassprotected
m_sceneNodecastor3d::RenderTechniquePassprotected
m_sceneUbocastor3d::RenderPassprotected
m_skinningUbocastor3d::RenderPassprotected
m_ssaoConfigcastor3d::RenderTechniquePassprotected
m_timercastor3d::RenderPassprotected
preparePipeline(BlendMode colourBlendMode, BlendMode alphaBlendMode, ComparisonFunc alphaFunc, PassFlags &passFlags, TextureChannels &textureFlags, ProgramFlags &programFlags, SceneFlags &sceneFlags, bool twoSided)castor3d::RenderPass
render(RenderInfo &info, ShadowMapLightTypeArray &shadowMaps, castor::Point2r const &jitter)=0castor3d::RenderTechniquePasspure virtual
RenderPass(castor::String const &name, Engine &engine, SceneNode const *ignored)castor3d::RenderPassprotected
RenderPass(castor::String const &name, Engine &engine, bool oit, SceneNode const *ignored)castor3d::RenderPassprotected
RenderTechniquePass(castor::String const &name, Scene const &scene, Camera *camera, bool environment, SceneNode const *ignored, SsaoConfig const &config)castor3d::RenderTechniquePassprotected
RenderTechniquePass(castor::String const &name, Scene &scene, Camera *camera, bool oit, bool environment, SceneNode const *ignored, SsaoConfig const &config)castor3d::RenderTechniquePassprotected
update(RenderQueueArray &queues)castor3d::RenderPass
updateFlags(PassFlags &passFlags, TextureChannels &textureFlags, ProgramFlags &programFlags, SceneFlags &sceneFlags) constcastor3d::RenderPass
updatePipeline(RenderPipeline &pipeline) constcastor3d::RenderPass
~RenderPass()castor3d::RenderPassvirtual
~RenderTechniquePass()castor3d::RenderTechniquePassvirtual