accept(PipelineVisitorBase &visitor) override | castor3d::LightPassReflectiveShadow< LtType > | inline |
cleanup() override | castor3d::LightPassReflectiveShadow< LtType > | inline |
doCreateProgram() override | castor3d::LightPassShadow< LtType > | inlineprotected |
doUpdate(bool first, castor::Size const &size, Light const &light, Camera const &camera) override | castor3d::LightPassReflectiveShadow< LtType > | inlineprotected |
initialise(Scene const &scene, OpaquePassResult const &gp, SceneUbo &sceneUbo, RenderPassTimer &timer) override | castor3d::LightPassReflectiveShadow< LtType > | inline |
LightPassReflectiveShadow(RenderDevice const &device, RsmLightPassConfig const &lpConfig) | castor3d::LightPassReflectiveShadow< LtType > | inline |
LightPassShadow(RenderDevice const &device, castor::String const &suffix, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr) | castor3d::LightPassShadow< LtType > | inline |
LightPassShadow(RenderDevice const &device, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr) | castor3d::LightPassShadow< LtType > | inline |
my_light_type typedef | castor3d::LightPassReflectiveShadow< LtType > | |
my_pass_type typedef | castor3d::LightPassReflectiveShadow< LtType > | |
my_shadow_matype typedef | castor3d::LightPassShadow< LtType > | |
my_shadow_pass_type typedef | castor3d::LightPassReflectiveShadow< LtType > | |
my_traits typedef | castor3d::LightPassReflectiveShadow< LtType > | |
render(uint32_t index, ashes::Semaphore const &toWait) override | castor3d::LightPassReflectiveShadow< LtType > | inline |