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

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

accept(PipelineVisitorBase &visitor) overridecastor3d::PointLightPassvirtual
cleanup() overridecastor3d::MeshLightPassvirtual
createPipeline(LightType lightType, ShadowType shadowType, bool rsm, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce)castor3d::LightPass
doCleanup()castor3d::LightPassprotected
doGetPbrMRPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) constcastor3d::LightPassprotectedvirtual
doGetPbrSGPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) constcastor3d::LightPassprotectedvirtual
doGetPhongPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) constcastor3d::LightPassprotectedvirtual
doGetPipeline(bool first, Light const &light, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce)castor3d::LightPassprotectedvirtual
doGetVertexShaderSource(SceneFlags const &sceneFlags) const overridecastor3d::MeshLightPassprotectedvirtual
doInitialise(Scene const &scene, OpaquePassResult const &gp, LightType type, ashes::VertexBufferBase &vbo, ashes::PipelineVertexInputStateCreateInfo const &vertexLayout, SceneUbo &sceneUbo, UniformBufferT< ModelMatrixUboConfiguration > const *modelMatrixUbo, RenderPassTimer &timer)castor3d::LightPassprotected
doPrepareCommandBuffer(Pipeline &pipeline, bool first)castor3d::LightPassprotected
doUpdate(bool first, castor::Size const &size, Light const &light, Camera const &camera) overridecastor3d::MeshLightPassprotectedvirtual
getCount() const overridecastor3d::MeshLightPassvirtual
getName() constcastor3d::LightPassinline
getSemaphore() constcastor3d::LightPassinline
initialise(Scene const &scene, OpaquePassResult const &gp, SceneUbo &sceneUbo, RenderPassTimer &timer) overridecastor3d::MeshLightPassvirtual
LightPass(RenderDevice const &device, castor::String const &suffix, ashes::RenderPassPtr firstRenderPass, ashes::RenderPassPtr blendRenderPass, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig)castor3d::LightPassprotected
m_baseUbocastor3d::LightPassprotected
m_blendRenderPasscastor3d::LightPassprotected
m_commandBufferIndexcastor3d::LightPassprotected
m_commandBufferscastor3d::LightPassprotected
m_devicecastor3d::LightPassprotected
m_enginecastor3d::LightPassprotected
m_fencecastor3d::LightPassprotected
m_firstRenderPasscastor3d::LightPassprotected
m_generatesIndirectcastor3d::LightPassprotected
m_gpInfoUbocastor3d::LightPassprotected
m_matrixUbocastor3d::LightPassprotected
m_mmUbocastor3d::LightPassprotected
m_offsetcastor3d::LightPassprotected
m_opaquePassResultcastor3d::LightPassprotected
m_pipelinecastor3d::LightPassprotected
m_pipelinescastor3d::LightPassprotected
m_pixelShadercastor3d::LightPassprotected
m_pUsedVertexLayoutcastor3d::LightPassprotected
m_samplercastor3d::LightPassprotected
m_scenecastor3d::LightPassprotected
m_sceneUbocastor3d::LightPassprotected
m_shadowscastor3d::LightPassprotected
m_signalImgFinishedcastor3d::LightPassprotected
m_signalImgReadycastor3d::LightPassprotected
m_timercastor3d::LightPassprotected
m_usedVertexLayoutcastor3d::LightPassprotected
m_vctUbocastor3d::LightPassprotected
m_vertexBuffercastor3d::LightPassprotected
m_vertexLayoutcastor3d::LightPassprotected
m_vertexShadercastor3d::LightPassprotected
m_voxelscastor3d::LightPassprotected
makeKey(Light const &light, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce)castor3d::LightPassstatic
MeshLightPass(RenderDevice const &device, castor::String const &suffix, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig, LightType type)castor3d::MeshLightPass
PipelineArray typedefcastor3d::LightPass
PipelineMap typedefcastor3d::LightPass
PipelinePtr typedefcastor3d::LightPass
PointLightPass(RenderDevice const &device, castor::String const &suffix, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr)castor3d::PointLightPass
PointLightPass(RenderDevice const &device, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr)castor3d::PointLightPassinline
ProgramPtr typedefcastor3d::LightPassprotected
render(uint32_t index, ashes::Semaphore const &toWait) overridecastor3d::MeshLightPassvirtual
update(bool first, castor::Size const &size, Light const &light, Camera const &camera, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce)castor3d::LightPass
~LightPass()=defaultcastor3d::LightPassvirtual
~MeshLightPass()castor3d::MeshLightPass
~PointLightPass()castor3d::PointLightPass