Castor3D
..
|
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 typedef | castor3d::RenderPass | |
doCopyNodesBones(SkinningRenderNodeArray const &renderNodes, ShaderStorageBuffer &bonesBuffer) const | castor3d::RenderPass | protected |
doCopyNodesBones(SkinningRenderNodeArray const &renderNodes, ShaderStorageBuffer &bonesBuffer, RenderInfo &info) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer, RenderInfo &info) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, VertexBuffer &matrixBuffer, RenderInfo &info) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(StaticRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer, RenderInfo &info) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer) const | castor3d::RenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodeArray const &renderNodes, Camera const &camera, VertexBuffer &matrixBuffer, RenderInfo &info) const | castor3d::RenderPass | protected |
doCreatePassRenderNode(Pass &pass, RenderPipeline &pipeline) | castor3d::RenderPass | protected |
doCreateSceneRenderNode(Scene &scene, RenderPipeline &pipeline) | castor3d::RenderPass | protected |
doGetProgram(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, ComparisonFunc alphaFunc, bool invertNormals) const | castor3d::RenderPass | protected |
doRender(RenderInfo &info, ShadowMapLightTypeArray &shadowMaps, castor::Point2r const &jitter=castor::Point2r{}) | castor3d::RenderTechniquePass | protected |
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshStaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(StaticRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(SubmeshSkinningRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(MorphingRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps) const | castor3d::RenderPass | protected |
castor3d::RenderPass::doRender(BillboardRenderNodesByPipelineMap &nodes, Camera const &camera, ShadowMapLightTypeArray &shadowMaps, RenderInfo &info) const | castor3d::RenderPass | protected |
getGeometryShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) const | castor3d::RenderPass | |
getPipelineBack(BlendMode colourBlendMode, BlendMode alphaBlendMode, ComparisonFunc alphaFunc, PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) const | castor3d::RenderPass | |
getPipelineFront(BlendMode colourBlendMode, BlendMode alphaBlendMode, ComparisonFunc alphaFunc, PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags) const | castor3d::RenderPass | |
getPixelShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, ComparisonFunc alphaFunc) const | castor3d::RenderPass | |
getSceneUbo() | castor3d::RenderPass | inline |
getVertexShaderSource(PassFlags const &passFlags, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, bool invertNormals) const | castor3d::RenderPass | |
initialise(castor::Size const &size) | castor3d::RenderPass | |
isOrderIndependent() const | castor3d::RenderPass | inline |
m_backPipelines | castor3d::RenderPass | protected |
m_billboardUbo | castor3d::RenderPass | protected |
m_camera | castor3d::RenderTechniquePass | protected |
m_environment | castor3d::RenderTechniquePass | protected |
m_frontPipelines | castor3d::RenderPass | protected |
m_geometryBuffers | castor3d::RenderPass | protected |
m_matrixUbo | castor3d::RenderPass | protected |
m_modelMatrixUbo | castor3d::RenderPass | protected |
m_modelUbo | castor3d::RenderPass | protected |
m_morphingUbo | castor3d::RenderPass | protected |
m_oit | castor3d::RenderPass | protected |
m_opaque | castor3d::RenderPass | protected |
m_renderQueue | castor3d::RenderPass | protected |
m_renderSystem | castor3d::RenderPass | protected |
m_scene | castor3d::RenderTechniquePass | protected |
m_sceneNode | castor3d::RenderTechniquePass | protected |
m_sceneUbo | castor3d::RenderPass | protected |
m_skinningUbo | castor3d::RenderPass | protected |
m_ssaoConfig | castor3d::RenderTechniquePass | protected |
m_timer | castor3d::RenderPass | protected |
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)=0 | castor3d::RenderTechniquePass | pure virtual |
RenderPass(castor::String const &name, Engine &engine, SceneNode const *ignored) | castor3d::RenderPass | protected |
RenderPass(castor::String const &name, Engine &engine, bool oit, SceneNode const *ignored) | castor3d::RenderPass | protected |
RenderTechniquePass(castor::String const &name, Scene const &scene, Camera *camera, bool environment, SceneNode const *ignored, SsaoConfig const &config) | castor3d::RenderTechniquePass | protected |
RenderTechniquePass(castor::String const &name, Scene &scene, Camera *camera, bool oit, bool environment, SceneNode const *ignored, SsaoConfig const &config) | castor3d::RenderTechniquePass | protected |
update(RenderQueueArray &queues) | castor3d::RenderPass | |
updateFlags(PassFlags &passFlags, TextureChannels &textureFlags, ProgramFlags &programFlags, SceneFlags &sceneFlags) const | castor3d::RenderPass | |
updatePipeline(RenderPipeline &pipeline) const | castor3d::RenderPass | |
~RenderPass() | castor3d::RenderPass | virtual |
~RenderTechniquePass() | castor3d::RenderTechniquePass | virtual |