Castor3D
0.11.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::ShadowMapPassDirectional, y compris les membres hérités :
cleanup(RenderDevice const &device) | castor3d::SceneRenderPass | |
createBillboardNode(Pass &pass, RenderPipeline &pipeline, BillboardBase &billboard) | castor3d::SceneRenderPass | |
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::SceneRenderPass | static |
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 typedef | castor3d::SceneRenderPass | |
doCopyNodesBones(SkinningRenderNodePtrArray const &renderNodes, ShaderBuffer &bonesBuffer) const | castor3d::SceneRenderPass | protected |
doCopyNodesBones(SkinningRenderNodePtrArray const &renderNodes, ShaderBuffer &bonesBuffer, RenderInfo &info) const | castor3d::SceneRenderPass | protected |
doCopyNodesMatrices(StaticRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer) const | castor3d::SceneRenderPass | protected |
doCopyNodesMatrices(StaticRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer, RenderInfo &info) const | castor3d::SceneRenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer) const | castor3d::SceneRenderPass | protected |
doCopyNodesMatrices(SkinningRenderNodePtrArray const &renderNodes, std::vector< InstantiationData > &matrixBuffer, RenderInfo &info) const | castor3d::SceneRenderPass | protected |
doCreatePassRenderNode(Pass &pass, RenderPipeline &pipeline) | castor3d::SceneRenderPass | protected |
doCreateSceneRenderNode(Scene &scene, RenderPipeline &pipeline) | castor3d::SceneRenderPass | protected |
doCreateTextureBindings(PipelineFlags const &flags) const override | castor3d::ShadowMapPass | protectedvirtual |
doGetBackPipelines() | castor3d::SceneRenderPass | protected |
doGetBackPipelines() const | castor3d::SceneRenderPass | protected |
doGetFrontPipelines() | castor3d::SceneRenderPass | protected |
doGetFrontPipelines() const | castor3d::SceneRenderPass | protected |
doGetProgram(PipelineFlags const &flags) const | castor3d::SceneRenderPass | protected |
doPrepareBackPipeline(ShaderProgramSPtr program, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts, PipelineFlags const &flags) | castor3d::SceneRenderPass | protectedvirtual |
doPrepareFrontPipeline(ShaderProgramSPtr program, ashes::PipelineVertexInputStateCreateInfoCRefArray const &layouts, PipelineFlags const &flags) | castor3d::SceneRenderPass | protectedvirtual |
doUpdate(SubmeshStaticRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(SubmeshStaticRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(StaticRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(StaticRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(SkinningRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(SkinningRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(SubmeshSkinningRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(SubmeshSkinningRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(MorphingRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(MorphingRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(BillboardRenderNodesPtrByPipelineMap &nodes) | castor3d::SceneRenderPass | protected |
doUpdate(BillboardRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::SceneRenderPass | protected |
doUpdate(RenderQueueArray &queues) | castor3d::SceneRenderPass | protectedvirtual |
doUpdateNodes(SceneCulledRenderNodes &nodes) | castor3d::ShadowMapPass | protected |
forceTwoSided() const | castor3d::SceneRenderPass | inline |
getCommandBuffer() const | castor3d::SceneRenderPass | inline |
getCuller() const | castor3d::SceneRenderPass | inline |
getCuller() | castor3d::SceneRenderPass | inline |
getGeometryShaderSource(PipelineFlags const &flags) const | castor3d::SceneRenderPass | |
getInstanceMult() const | castor3d::SceneRenderPass | inline |
getMatrixUbo() const | castor3d::SceneRenderPass | inline |
getPipelineBack(PipelineFlags flags) const | castor3d::SceneRenderPass | |
getPipelineFront(PipelineFlags flags) const | castor3d::SceneRenderPass | |
getPipelinesCount() const | castor3d::SceneRenderPass | inline |
getPixelShaderSource(PipelineFlags const &flags) const | castor3d::SceneRenderPass | |
getRenderPass() const | castor3d::SceneRenderPass | inline |
getSceneUbo() | castor3d::SceneRenderPass | inline |
getSceneUbo() const | castor3d::SceneRenderPass | inline |
getTexturesMask() const override | castor3d::ShadowMapPass | inlinevirtual |
getTimer() | castor3d::ShadowMapPass | inline |
castor3d::SceneRenderPass::getTimer() const | castor3d::SceneRenderPass | inline |
getVertexShaderSource(PipelineFlags const &flags) const | castor3d::SceneRenderPass | |
hasNodes() const | castor3d::SceneRenderPass | inline |
initialise(RenderDevice const &device, castor::Size const &size) | 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() const | castor3d::SceneRenderPass | inline |
isOrderIndependent() const | castor3d::SceneRenderPass | inline |
isUpToDate() const | castor3d::ShadowMapPass | inline |
m_category | castor3d::SceneRenderPass | protected |
m_culler | castor3d::SceneRenderPass | protected |
m_forceTwoSided | castor3d::SceneRenderPass | protected |
m_index | castor3d::SceneRenderPass | protected |
m_initialised | castor3d::ShadowMapPass | mutableprotected |
m_instanceMult | castor3d::SceneRenderPass | protected |
m_isDirty | castor3d::SceneRenderPass | protected |
m_matrixUbo | castor3d::SceneRenderPass | protected |
m_mode | castor3d::SceneRenderPass | protected |
m_modelsInstances | castor3d::SceneRenderPass | protected |
m_oit | castor3d::SceneRenderPass | protected |
m_outOfDate | castor3d::ShadowMapPass | protected |
m_ownTimer | castor3d::SceneRenderPass | protected |
m_renderPass | castor3d::SceneRenderPass | protected |
m_renderQueue | castor3d::SceneRenderPass | protected |
m_renderSystem | castor3d::SceneRenderPass | protected |
m_sceneUbo | castor3d::SceneRenderPass | protected |
m_shadowMap | castor3d::ShadowMapPass | protected |
m_shadowMapUbo | castor3d::ShadowMapPass | protected |
m_size | castor3d::SceneRenderPass | protected |
m_timer | castor3d::SceneRenderPass | protected |
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 | |
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::SceneRenderPass | protected |
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, uint32_t instanceMult=1u) | castor3d::SceneRenderPass | protected |
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, bool oit, uint32_t instanceMult=1u) | castor3d::SceneRenderPass | protected |
SceneRenderPass(castor::String const &category, castor::String const &name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, SceneNode const *ignored, uint32_t instanceMult=1u) | castor3d::SceneRenderPass | protected |
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::SceneRenderPass | protected |
setUpToDate() | castor3d::ShadowMapPass | inline |
ShadowMapPass(castor::String name, Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, ShadowMap const &shadowMap) | castor3d::ShadowMapPass | |
ShadowMapPassDirectional(Engine &engine, MatrixUbo &matrixUbo, SceneCuller &culler, ShadowMap const &shadowMap, uint32_t cascadeIndex) | castor3d::ShadowMapPassDirectional | |
TextureSize | castor3d::ShadowMapPassDirectional | static |
update(CpuUpdater &updater) override | castor3d::ShadowMapPassDirectional | virtual |
update(GpuUpdater &updater) override | castor3d::ShadowMapPassDirectional | virtual |
updateFlags(PipelineFlags &flags) const | castor3d::SceneRenderPass | |
updatePipeline(RenderPipeline &pipeline) | castor3d::SceneRenderPass | |
~SceneRenderPass()=default | castor3d::SceneRenderPass | virtual |
~ShadowMapPassDirectional() | castor3d::ShadowMapPassDirectional |