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| BlurPass (Engine &engine, RenderDevice const &device, castor::String const &name, ashes::ImageView const &input, ashes::ImageView const &output, UniformBufferOffsetT< GaussianBlur::Configuration > const &blurUbo, VkFormat format, VkExtent2D const &textureSize, ashes::RenderPass const &renderPass, bool isHorizontal) |
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void | getCommands (ashes::CommandBuffer &cmd, ashes::RenderPass const &renderPass, uint32_t layer, bool generateMipmaps) const |
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◆ BlurPass()
castor3d::GaussianBlur::BlurPass::BlurPass |
( |
Engine & |
engine, |
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RenderDevice const & |
device, |
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castor::String const & |
name, |
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ashes::ImageView const & |
input, |
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ashes::ImageView const & |
output, |
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UniformBufferOffsetT< GaussianBlur::Configuration > const & |
blurUbo, |
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VkFormat |
format, |
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VkExtent2D const & |
textureSize, |
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ashes::RenderPass const & |
renderPass, |
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bool |
isHorizontal |
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) |
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◆ getCommands()
void castor3d::GaussianBlur::BlurPass::getCommands |
( |
ashes::CommandBuffer & |
cmd, |
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ashes::RenderPass const & |
renderPass, |
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uint32_t |
layer, |
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bool |
generateMipmaps |
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) |
| const |
◆ commandBuffer
ashes::CommandBufferPtr castor3d::GaussianBlur::BlurPass::commandBuffer |
◆ fbos
std::vector< ashes::FrameBufferPtrArray > castor3d::GaussianBlur::BlurPass::fbos |
◆ isHorizontal
bool castor3d::GaussianBlur::BlurPass::isHorizontal |
◆ pixelShader
◆ quad
◆ semaphore
ashes::SemaphorePtr castor3d::GaussianBlur::BlurPass::semaphore |
◆ vertexShader
◆ views
ashes::ImageViewArray castor3d::GaussianBlur::BlurPass::views |
La documentation de cette structure a été générée à partir du fichier suivant :