Castor3D
0.11.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::PointLightPass, y compris les membres hérités :
accept(PipelineVisitorBase &visitor) override | castor3d::PointLightPass | virtual |
cleanup() override | castor3d::MeshLightPass | virtual |
createPipeline(LightType lightType, ShadowType shadowType, bool rsm, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce) | castor3d::LightPass | |
doCleanup() | castor3d::LightPass | protected |
doGetPbrMRPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) const | castor3d::LightPass | protectedvirtual |
doGetPbrSGPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) const | castor3d::LightPass | protectedvirtual |
doGetPhongPixelShaderSource(SceneFlags const &sceneFlags, LightType lightType, ShadowType shadowType, bool rsm) const | castor3d::LightPass | protectedvirtual |
doGetPipeline(bool first, Light const &light, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce) | castor3d::LightPass | protectedvirtual |
doGetVertexShaderSource(SceneFlags const &sceneFlags) const override | castor3d::MeshLightPass | protectedvirtual |
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::LightPass | protected |
doPrepareCommandBuffer(Pipeline &pipeline, bool first) | castor3d::LightPass | protected |
doUpdate(bool first, castor::Size const &size, Light const &light, Camera const &camera) override | castor3d::MeshLightPass | protectedvirtual |
getCount() const override | castor3d::MeshLightPass | virtual |
getName() const | castor3d::LightPass | inline |
getSemaphore() const | castor3d::LightPass | inline |
initialise(Scene const &scene, OpaquePassResult const &gp, SceneUbo &sceneUbo, RenderPassTimer &timer) override | castor3d::MeshLightPass | virtual |
LightPass(RenderDevice const &device, castor::String const &suffix, ashes::RenderPassPtr firstRenderPass, ashes::RenderPassPtr blendRenderPass, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig) | castor3d::LightPass | protected |
m_baseUbo | castor3d::LightPass | protected |
m_blendRenderPass | castor3d::LightPass | protected |
m_commandBufferIndex | castor3d::LightPass | protected |
m_commandBuffers | castor3d::LightPass | protected |
m_device | castor3d::LightPass | protected |
m_engine | castor3d::LightPass | protected |
m_fence | castor3d::LightPass | protected |
m_firstRenderPass | castor3d::LightPass | protected |
m_generatesIndirect | castor3d::LightPass | protected |
m_gpInfoUbo | castor3d::LightPass | protected |
m_matrixUbo | castor3d::LightPass | protected |
m_mmUbo | castor3d::LightPass | protected |
m_offset | castor3d::LightPass | protected |
m_opaquePassResult | castor3d::LightPass | protected |
m_pipeline | castor3d::LightPass | protected |
m_pipelines | castor3d::LightPass | protected |
m_pixelShader | castor3d::LightPass | protected |
m_pUsedVertexLayout | castor3d::LightPass | protected |
m_sampler | castor3d::LightPass | protected |
m_scene | castor3d::LightPass | protected |
m_sceneUbo | castor3d::LightPass | protected |
m_shadows | castor3d::LightPass | protected |
m_signalImgFinished | castor3d::LightPass | protected |
m_signalImgReady | castor3d::LightPass | protected |
m_timer | castor3d::LightPass | protected |
m_usedVertexLayout | castor3d::LightPass | protected |
m_vctUbo | castor3d::LightPass | protected |
m_vertexBuffer | castor3d::LightPass | protected |
m_vertexLayout | castor3d::LightPass | protected |
m_vertexShader | castor3d::LightPass | protected |
m_voxels | castor3d::LightPass | protected |
makeKey(Light const &light, ShadowMap const *shadowMap, TextureUnit const *vctFirstBounce, TextureUnit const *vctSecondaryBounce) | castor3d::LightPass | static |
MeshLightPass(RenderDevice const &device, castor::String const &suffix, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig, LightType type) | castor3d::MeshLightPass | |
PipelineArray typedef | castor3d::LightPass | |
PipelineMap typedef | castor3d::LightPass | |
PipelinePtr typedef | castor3d::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::PointLightPass | inline |
ProgramPtr typedef | castor3d::LightPass | protected |
render(uint32_t index, ashes::Semaphore const &toWait) override | castor3d::MeshLightPass | virtual |
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()=default | castor3d::LightPass | virtual |
~MeshLightPass() | castor3d::MeshLightPass | |
~PointLightPass() | castor3d::PointLightPass |