bind(Light const &light) | castor3d::LightPass::Program | |
cleanup() | castor3d::LightPass::Program | |
doRender(ashes::CommandBuffer &commandBuffer, uint32_t count, bool first, uint32_t offset) const | castor3d::LightPass::Program | protectedvirtual |
getPipelineLayout() const | castor3d::LightPass::Program | inline |
getTextureDescriptorLayout() const | castor3d::LightPass::Program | inline |
getTextureDescriptorPool() const | castor3d::LightPass::Program | inline |
getUboDescriptorLayout() const | castor3d::LightPass::Program | inline |
getUboDescriptorPool() const | castor3d::LightPass::Program | inline |
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_blendPipeline | castor3d::LightPass::Program | |
m_device | castor3d::LightPass::Program | |
m_engine | castor3d::LightPass::Program | |
m_firstPipeline | castor3d::LightPass::Program | |
m_generatesIndirect | castor3d::LightPass::Program | |
m_pipelineLayout | castor3d::LightPass::Program | |
m_program | castor3d::LightPass::Program | |
m_shadows | castor3d::LightPass::Program | |
m_textureDescriptorLayout | castor3d::LightPass::Program | |
m_textureDescriptorPool | castor3d::LightPass::Program | |
m_uboDescriptorLayout | castor3d::LightPass::Program | |
m_uboDescriptorPool | castor3d::LightPass::Program | |
m_voxels | castor3d::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) const | castor3d::LightPass::Program | |
~Program() | castor3d::PointLightPass::Program | virtual |