Castor3D  0.11.0
Multiplatform 3D engine
castor3d::PointLightPass::Program Liste des membres

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

bind(Light const &light)castor3d::LightPass::Program
cleanup()castor3d::LightPass::Program
doRender(ashes::CommandBuffer &commandBuffer, uint32_t count, bool first, uint32_t offset) constcastor3d::LightPass::Programprotectedvirtual
getPipelineLayout() constcastor3d::LightPass::Programinline
getTextureDescriptorLayout() constcastor3d::LightPass::Programinline
getTextureDescriptorPool() constcastor3d::LightPass::Programinline
getUboDescriptorLayout() constcastor3d::LightPass::Programinline
getUboDescriptorPool() constcastor3d::LightPass::Programinline
initialise(ashes::VertexBufferBase &vbo, ashes::PipelineVertexInputStateCreateInfo const &vertexLayout, ashes::RenderPass const &firstRenderPass, ashes::RenderPass const &blendRenderPass, MatrixUbo &matrixUbo, SceneUbo &sceneUbo, GpInfoUbo const &gpInfoUbo, UniformBufferT< ModelMatrixUboConfiguration > const *modelMatrixUbo, VoxelizerUbo const *voxelUbo)castor3d::LightPass::Program
m_blendPipelinecastor3d::LightPass::Program
m_devicecastor3d::LightPass::Program
m_enginecastor3d::LightPass::Program
m_firstPipelinecastor3d::LightPass::Program
m_generatesIndirectcastor3d::LightPass::Program
m_pipelineLayoutcastor3d::LightPass::Program
m_programcastor3d::LightPass::Program
m_shadowscastor3d::LightPass::Program
m_textureDescriptorLayoutcastor3d::LightPass::Program
m_textureDescriptorPoolcastor3d::LightPass::Program
m_uboDescriptorLayoutcastor3d::LightPass::Program
m_uboDescriptorPoolcastor3d::LightPass::Program
m_voxelscastor3d::LightPass::Program
Program(Engine &engine, RenderDevice const &device, PointLightPass &lightPass, ShaderModule const &vtx, ShaderModule const &pxl, bool hasShadows=false, bool hasVoxels=false, bool generatesIndirect=false)castor3d::PointLightPass::Program
castor3d::MeshLightPass::Program::Program(Engine &engine, RenderDevice const &device, castor::String const &name, ShaderModule const &vtx, ShaderModule const &pxl, bool hasShadows, bool hasVoxels, bool generatesIndirect)castor3d::MeshLightPass::Program
render(ashes::CommandBuffer &commandBuffer, uint32_t count, bool first, uint32_t offset) constcastor3d::LightPass::Program
~Program()castor3d::PointLightPass::Programvirtual