Castor3D  0.11.0
Multiplatform 3D engine
castor3d::RenderTechniquePass Liste des membres

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

accept(RenderTechniqueVisitor &visitor)castor3d::RenderTechniquePassvirtual
cleanup(RenderDevice const &device)castor3d::SceneRenderPass
createBillboardNode(Pass &pass, RenderPipeline &pipeline, BillboardBase &billboard)castor3d::SceneRenderPass
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount)castor3d::SceneRenderPassstatic
createMorphingNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive, AnimatedMesh &mesh)castor3d::SceneRenderPass
createSkinningNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive, AnimatedSkeleton &skeleton)castor3d::SceneRenderPass
createStaticNode(Pass &pass, RenderPipeline &pipeline, Submesh &submesh, Geometry &primitive)castor3d::SceneRenderPass
DistanceSortedNodeMap typedefcastor3d::SceneRenderPass
doCleanup(RenderDevice const &device) overridecastor3d::RenderTechniquePassprotectedvirtual
doCopyNodesBones(SkinningRenderNodePtrArray const &renderNodes, ShaderBuffer &bonesBuffer) constcastor3d::SceneRenderPassprotected
doCopyNodesBones(SkinningRenderNodePtrArray const &renderNodes, ShaderBuffer &bonesBuffer, RenderInfo &info) constcastor3d::SceneRenderPassprotected
doCopyNodesMatrices(StaticRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer) constcastor3d::SceneRenderPassprotected
doCopyNodesMatrices(StaticRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer, RenderInfo &info) constcastor3d::SceneRenderPassprotected
doCopyNodesMatrices(SkinningRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer) constcastor3d::SceneRenderPassprotected
doCopyNodesMatrices(SkinningRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer, RenderInfo &info) constcastor3d::SceneRenderPassprotected
doCreatePassRenderNode(Pass &pass, RenderPipeline &pipeline)castor3d::SceneRenderPassprotected
doCreateSceneRenderNode(Scene &scene, RenderPipeline &pipeline)castor3d::SceneRenderPassprotected
doCreateTextureBindings(PipelineFlags const &flags) const overridecastor3d::RenderTechniquePassprotectedvirtual
doCreateUboBindings(PipelineFlags const &flags) const overridecastor3d::RenderTechniquePassprotectedvirtual
doGetBackPipelines()castor3d::SceneRenderPassprotected
doGetBackPipelines() constcastor3d::SceneRenderPassprotected
doGetFrontPipelines()castor3d::SceneRenderPassprotected
doGetFrontPipelines() constcastor3d::SceneRenderPassprotected
doGetProgram(PipelineFlags const &flags) constcastor3d::SceneRenderPassprotected
doGetVertexShaderSource(PipelineFlags const &flags) const overridecastor3d::RenderTechniquePassprotectedvirtual
doPrepareBackPipeline(ShaderProgramSPtr program, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts, PipelineFlags const &flags)castor3d::SceneRenderPassprotectedvirtual
doPrepareFrontPipeline(ShaderProgramSPtr program, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts, PipelineFlags const &flags)castor3d::SceneRenderPassprotectedvirtual
doUpdate(SubmeshStaticRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(SubmeshStaticRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(StaticRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(StaticRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(SkinningRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(SkinningRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(SubmeshSkinningRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(SubmeshSkinningRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(MorphingRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(MorphingRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(BillboardRenderNodesPtrByPipelineMap &nodes)castor3d::SceneRenderPassprotected
doUpdate(BillboardRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::SceneRenderPassprotected
doUpdate(RenderQueueArray &queues)castor3d::SceneRenderPassprotectedvirtual
forceTwoSided() constcastor3d::SceneRenderPassinline
getCommandBuffer() constcastor3d::SceneRenderPassinline
getCuller() constcastor3d::SceneRenderPassinline
getCuller()castor3d::SceneRenderPassinline
getGeometryShaderSource(PipelineFlags const &flags) constcastor3d::SceneRenderPass
getInstanceMult() constcastor3d::SceneRenderPassinline
getMatrixUbo() constcastor3d::SceneRenderPassinline
getPipelineBack(PipelineFlags flags) constcastor3d::SceneRenderPass
getPipelineFront(PipelineFlags flags) constcastor3d::SceneRenderPass
getPipelinesCount() constcastor3d::SceneRenderPassinline
getPixelShaderSource(PipelineFlags const &flags) constcastor3d::SceneRenderPass
getRenderPass() constcastor3d::SceneRenderPassinline
getSceneUbo()castor3d::SceneRenderPassinline
getSceneUbo() constcastor3d::SceneRenderPassinline
getSemaphore() constcastor3d::RenderTechniquePassinline
getTexturesMask() constcastor3d::SceneRenderPassvirtual
getTimer() constcastor3d::SceneRenderPassinline
getTimer()castor3d::SceneRenderPassinline
getVertexShaderSource(PipelineFlags const &flags) constcastor3d::SceneRenderPass
hasNodes() constcastor3d::SceneRenderPassinline
initialise(RenderDevice const &device, castor::Size const &size, LightVolumePassResult const *lpvResult=nullptr, TextureUnit const *vctFirstBounce=nullptr, TextureUnit const *vctSecondaryBounce=nullptr)castor3d::RenderTechniquePass
initialise(RenderDevice const &device, castor::Size const &size, RenderPassTimer &timer, uint32_t index, LightVolumePassResult const *lpvResult=nullptr, TextureUnit const *vctFirstBounce=nullptr, TextureUnit const *vctSecondaryBounce=nullptr)castor3d::RenderTechniquePass
castor3d::SceneRenderPass::initialise(RenderDevice const &device, castor::Size const &size)castor3d::SceneRenderPass
castor3d::SceneRenderPass::initialise(RenderDevice const &device, castor::Size const &size, RenderPassTimer &timer, uint32_t index)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, BillboardRenderNode &node, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, MorphingRenderNode &node, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, SkinningRenderNode &node, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, StaticRenderNode &node, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, SubmeshSkinninRenderNodesByPassMap &nodes, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseTextureDescriptor(ashes::DescriptorSetPool const &descriptorPool, SubmeshStaticRenderNodesByPassMap &nodes, ShadowMapLightTypeArray const &shadowMaps)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, BillboardRenderNode &node)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, MorphingRenderNode &node)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, SkinningRenderNode &node)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, StaticRenderNode &node)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, SubmeshSkinninRenderNodesByPassMap &nodes)castor3d::SceneRenderPass
initialiseUboDescriptor(ashes::DescriptorSetPool const &descriptorPool, SubmeshStaticRenderNodesByPassMap &nodes)castor3d::SceneRenderPass
isDirty() constcastor3d::SceneRenderPassinline
isOrderIndependent() constcastor3d::SceneRenderPassinline
m_cameracastor3d::RenderTechniquePassprotected
m_categorycastor3d::SceneRenderPassprotected
m_cullercastor3d::SceneRenderPassprotected
m_environmentcastor3d::RenderTechniquePassprotected
m_finishedcastor3d::RenderTechniquePassprotected
m_forceTwoSidedcastor3d::SceneRenderPassprotected
m_indexcastor3d::SceneRenderPassprotected
m_instanceMultcastor3d::SceneRenderPassprotected
m_isDirtycastor3d::SceneRenderPassprotected
m_llpvConfigUbocastor3d::RenderTechniquePassprotected
m_lpvConfigUbocastor3d::RenderTechniquePassprotected
m_lpvResultcastor3d::RenderTechniquePassprotected
m_matrixUbocastor3d::SceneRenderPassprotected
m_modecastor3d::SceneRenderPassprotected
m_modelsInstancescastor3d::SceneRenderPassprotected
m_oitcastor3d::SceneRenderPassprotected
m_ownTimercastor3d::SceneRenderPassprotected
m_renderPasscastor3d::SceneRenderPassprotected
m_renderQueuecastor3d::SceneRenderPassprotected
m_renderSystemcastor3d::SceneRenderPassprotected
m_scenecastor3d::RenderTechniquePassprotected
m_sceneNodecastor3d::RenderTechniquePassprotected
m_sceneUbocastor3d::SceneRenderPassprotected
m_sizecastor3d::SceneRenderPassprotected
m_ssaoConfigcastor3d::RenderTechniquePassprotected
m_timercastor3d::SceneRenderPassprotected
m_vctConfigUbocastor3d::RenderTechniquePassprotected
m_vctFirstBouncecastor3d::RenderTechniquePassprotected
m_vctSecondaryBouncecastor3d::RenderTechniquePassprotected
prepareBackPipeline(BlendMode colourBlendMode, BlendMode alphaBlendMode, VkCompareOp alphaFunc, PassFlags const &passFlags, TextureFlagsArray const &textures, uint32_t heightMapIndex, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts)castor3d::SceneRenderPass
prepareBackPipeline(PipelineFlags &flags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts)castor3d::SceneRenderPass
prepareFrontPipeline(BlendMode colourBlendMode, BlendMode alphaBlendMode, VkCompareOp alphaFunc, PassFlags const &passFlags, TextureFlagsArray const &textures, uint32_t heightMapIndex, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts)castor3d::SceneRenderPass
prepareFrontPipeline(PipelineFlags &flags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts)castor3d::SceneRenderPass
RenderTechniquePass(castor::String const &category, castor::String const &name, MatrixUbo &matrixUbo, SceneCuller &culler, bool environment, SceneNode const *ignored, SsaoConfig const &ssaoConfig, LpvGridConfigUbo const *lpvConfigUbo=nullptr, LayeredLpvGridConfigUbo const *llpvConfigUbo=nullptr, VoxelizerUbo const *vctConfigUbo=nullptr)castor3d::RenderTechniquePassprotected
RenderTechniquePass(castor::String const &category, castor::String const &name, MatrixUbo &matrixUbo, SceneCuller &culler, bool oit, bool environment, SceneNode const *ignored, SsaoConfig const &ssaoConfig, LpvGridConfigUbo const *lpvConfigUbo=nullptr, LayeredLpvGridConfigUbo const *llpvConfigUbo=nullptr, VoxelizerUbo const *vctConfigUbo=nullptr)castor3d::RenderTechniquePassprotected
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, RenderMode mode, bool oit, bool forceTwoSided, SceneNode const *ignored, uint32_t instanceMult)castor3d::SceneRenderPassprotected
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, uint32_t instanceMult=1u)castor3d::SceneRenderPassprotected
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, bool oit, uint32_t instanceMult=1u)castor3d::SceneRenderPassprotected
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, SceneNode const *ignored, uint32_t instanceMult=1u)castor3d::SceneRenderPassprotected
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, bool oit, SceneNode const *ignored, uint32_t instanceMult=1u)castor3d::SceneRenderPassprotected
update(GpuUpdater &updater)castor3d::RenderTechniquePass
update(CpuUpdater &updater)castor3d::RenderTechniquePass
castor3d::SceneRenderPass::update(CpuUpdater &updater)castor3d::SceneRenderPass
updateFlags(PipelineFlags &flags) constcastor3d::SceneRenderPass
updatePipeline(RenderPipeline &pipeline)castor3d::SceneRenderPass
~SceneRenderPass()=defaultcastor3d::SceneRenderPassvirtual