Castor3D 0.12.0
Multiplatform 3D engine
castor3d::ForwardRenderTechniquePass Liste des membres

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

accept(RenderTechniqueVisitor &visitor) overridecastor3d::ForwardRenderTechniquePassvirtual
adjustFlags(PassFlags flags) constcastor3d::RenderNodesPass
adjustFlags(ProgramFlags flags) constcastor3d::RenderNodesPass
adjustFlags(SceneFlags flags) constcastor3d::RenderNodesPass
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount)castor3d::RenderNodesPassstatic
createPipelineFlags(BlendMode colourBlendMode, BlendMode alphaBlendMode, PassFlags passFlags, RenderPassTypeID renderPassTypeID, PassTypeID passTypeID, uint32_t heightTextureIndex, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureFlagsArray const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled)castor3d::RenderNodesPass
createPipelineFlags(Pass const &pass, TextureFlagsArray const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled)castor3d::RenderNodesPass
doAddEnvBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAddEnvDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAddGIBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAddGIDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAddShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAddShadowDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) constcastor3d::RenderTechniquePassprotected
doAdjustPassFlags(PassFlags flags) constcastor3d::RenderNodesPassprotectedvirtual
doAdjustProgramFlags(ProgramFlags flags) const overridecastor3d::RenderTechniquePassprotectedvirtual
doAdjustSceneFlags(SceneFlags flags) const overridecastor3d::RenderTechniquePassprotectedvirtual
doAreValidPassFlags(PassFlags const &passFlags) constcastor3d::RenderNodesPassprotectedvirtual
doGetProgram(PipelineFlags const &flags, VkCullModeFlags cullMode=VK_CULL_MODE_NONE)castor3d::RenderNodesPassprotected
doIsValidPass(Pass const &pass) constcastor3d::RenderNodesPassprotectedvirtual
doIsValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPassprotectedvirtual
doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes)castor3d::RenderNodesPassprotected
doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes, RenderInfo &info)castor3d::RenderNodesPassprotected
doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes)castor3d::RenderNodesPassprotected
doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes, RenderInfo &info)castor3d::RenderNodesPassprotected
doUpdate(BillboardRenderNodePtrByPipelineMap &nodes)castor3d::RenderNodesPassprotected
doUpdate(BillboardRenderNodePtrByPipelineMap &nodes, RenderInfo &info)castor3d::RenderNodesPassprotected
doUpdate(RenderQueueArray &queues)castor3d::RenderNodesPassprotectedvirtual
doUpdateNodes(QueueRenderNodes &nodes, castor::Point2f const &jitter, RenderInfo &info)castor3d::RenderTechniquePassprotected
doUpdateUbos(CpuUpdater &updater) overridecastor3d::RenderTechniquePassprotectedvirtual
filterTexturesFlags(TextureFlagsArray const &textures) constcastor3d::RenderNodesPass
forceTwoSided() constcastor3d::RenderNodesPassinline
ForwardRenderTechniquePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::ForwardRenderTechniquePass
getCuller() constcastor3d::RenderNodesPassinline
getCuller()castor3d::RenderNodesPassinline
getDomainShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getGeometryShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getHullShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getIgnoredNode() constcastor3d::RenderNodesPass
getMatrixUbo() constcastor3d::RenderNodesPassinline
getPipelinesCount() constcastor3d::RenderNodesPassinline
getPixelShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getRenderMode() constcastor3d::RenderNodesPassinline
getScene()castor3d::RenderTechniquePassinline
castor3d::RenderNodesPass::getScene() constcastor3d::RenderNodesPass
getSceneUbo()castor3d::RenderNodesPassinline
getSceneUbo() constcastor3d::RenderNodesPassinline
getSemaphore() constcastor3d::RenderTechniquePassinline
getShaderFlags() const overridecastor3d::RenderTechniquePassinlinevirtual
getTexturesMask() constcastor3d::RenderNodesPassvirtual
getTypeID() constcastor3d::RenderNodesPassinline
getTypeName() constcastor3d::RenderNodesPassinline
getVertexShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
hasNodes() constcastor3d::RenderNodesPass
initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps)castor3d::RenderNodesPass
isDirty() constcastor3d::RenderNodesPassinline
isOrderIndependent() constcastor3d::RenderNodesPassinline
isPassEnabled() constcastor3d::RenderNodesPass
isValidPass(Pass const &pass) constcastor3d::RenderNodesPass
isValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPass
m_additionalDescriptorscastor3d::RenderNodesPassprotected
m_cameracastor3d::RenderTechniquePassprotected
m_categorycastor3d::RenderNodesPassprotected
m_cullercastor3d::RenderNodesPassprotected
m_devicecastor3d::RenderNodesPassprotected
m_environmentcastor3d::RenderTechniquePassprotected
m_finishedcastor3d::RenderTechniquePassprotected
m_forceTwoSidedcastor3d::RenderNodesPassprotected
m_hasVelocitycastor3d::RenderTechniquePassprotected
m_indexcastor3d::RenderNodesPassprotected
m_isDirtycastor3d::RenderNodesPassprotected
m_llpvConfigUbocastor3d::RenderTechniquePassprotected
m_llpvResultcastor3d::RenderTechniquePassprotected
m_lpvConfigUbocastor3d::RenderTechniquePassprotected
m_lpvResultcastor3d::RenderTechniquePassprotected
m_matrixUbocastor3d::RenderNodesPassprotected
m_modecastor3d::RenderNodesPassprotected
m_oitcastor3d::RenderNodesPassprotected
m_parentcastor3d::RenderTechniquePassprotected
m_renderQueuecastor3d::RenderNodesPassprotected
m_renderSystemcastor3d::RenderNodesPassprotected
m_safeBandcastor3d::RenderNodesPassprotected
m_scenecastor3d::RenderTechniquePassprotected
m_sceneUbocastor3d::RenderNodesPassprotected
m_sizecastor3d::RenderNodesPassprotected
m_ssaocastor3d::RenderTechniquePassprotected
m_ssaoConfigcastor3d::RenderTechniquePassprotected
m_typeIDcastor3d::RenderNodesPassprotected
m_typeNamecastor3d::RenderNodesPassprotected
m_vctConfigUbocastor3d::RenderTechniquePassprotected
m_vctFirstBouncecastor3d::RenderTechniquePassprotected
m_vctSecondaryBouncecastor3d::RenderTechniquePassprotected
prepareBackPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts)castor3d::RenderNodesPass
prepareFrontPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts)castor3d::RenderNodesPass
RenderNodesPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &desc)castor3d::RenderNodesPassprotected
RenderTechniquePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::RenderTechniquePassprotected
setIgnoredNode(SceneNode const &node)castor3d::RenderNodesPass
Typecastor3d::ForwardRenderTechniquePassstatic
update(GpuUpdater &updater) overridecastor3d::RenderTechniquePassvirtual
update(CpuUpdater &updater)castor3d::RenderTechniquePassvirtual
update(GpuUpdater &updater)castor3d::RenderTechniquePassvirtual
~RenderNodesPass() overridecastor3d::RenderNodesPass