Castor3D 0.12.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::OpaquePass, y compris les membres hérités :
accept(RenderTechniqueVisitor &visitor) override | castor3d::OpaquePass | virtual |
adjustFlags(PassFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(ProgramFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(SceneFlags flags) const | castor3d::RenderNodesPass | |
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::RenderNodesPass | static |
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) const | castor3d::RenderTechniquePass | protected |
doAddEnvDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
doAddGIBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
doAddGIDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
doAddShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
doAddShadowDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
doAdjustPassFlags(PassFlags flags) const | castor3d::RenderNodesPass | protectedvirtual |
doAreValidPassFlags(PassFlags const &passFlags) const | castor3d::RenderNodesPass | protectedvirtual |
doGetProgram(PipelineFlags const &flags, VkCullModeFlags cullMode=VK_CULL_MODE_NONE) | castor3d::RenderNodesPass | protected |
doIsValidPass(Pass const &pass) const | castor3d::RenderNodesPass | protectedvirtual |
doIsValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | protectedvirtual |
doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
doUpdate(BillboardRenderNodePtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
doUpdate(BillboardRenderNodePtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
doUpdate(RenderQueueArray &queues) | castor3d::RenderNodesPass | protectedvirtual |
doUpdateNodes(QueueRenderNodes &nodes, castor::Point2f const &jitter, RenderInfo &info) | castor3d::RenderTechniquePass | protected |
doUpdateUbos(CpuUpdater &updater) override | castor3d::RenderTechniquePass | protectedvirtual |
filterTexturesFlags(TextureFlagsArray const &textures) const | castor3d::RenderNodesPass | |
forceTwoSided() const | castor3d::RenderNodesPass | inline |
getCuller() const | castor3d::RenderNodesPass | inline |
getCuller() | castor3d::RenderNodesPass | inline |
getDomainShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getGeometryShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getHullShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getIgnoredNode() const | castor3d::RenderNodesPass | |
getMatrixUbo() const | castor3d::RenderNodesPass | inline |
getPipelinesCount() const | castor3d::RenderNodesPass | inline |
getPixelShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getRenderMode() const | castor3d::RenderNodesPass | inline |
getScene() | castor3d::RenderTechniquePass | inline |
castor3d::RenderNodesPass::getScene() const | castor3d::RenderNodesPass | |
getSceneUbo() | castor3d::RenderNodesPass | inline |
getSceneUbo() const | castor3d::RenderNodesPass | inline |
getSemaphore() const | castor3d::RenderTechniquePass | inline |
getShaderFlags() const override | castor3d::OpaquePass | virtual |
getTexturesMask() const override | castor3d::OpaquePass | virtual |
getTypeID() const | castor3d::RenderNodesPass | inline |
getTypeName() const | castor3d::RenderNodesPass | inline |
getVertexShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
hasNodes() const | castor3d::RenderNodesPass | |
initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps) | castor3d::RenderNodesPass | |
isDirty() const | castor3d::RenderNodesPass | inline |
isOrderIndependent() const | castor3d::RenderNodesPass | inline |
isPassEnabled() const | castor3d::RenderNodesPass | |
isValidPass(Pass const &pass) const | castor3d::RenderNodesPass | |
isValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | |
m_additionalDescriptors | castor3d::RenderNodesPass | protected |
m_camera | castor3d::RenderTechniquePass | protected |
m_category | castor3d::RenderNodesPass | protected |
m_culler | castor3d::RenderNodesPass | protected |
m_device | castor3d::RenderNodesPass | protected |
m_environment | castor3d::RenderTechniquePass | protected |
m_finished | castor3d::RenderTechniquePass | protected |
m_forceTwoSided | castor3d::RenderNodesPass | protected |
m_hasVelocity | castor3d::RenderTechniquePass | protected |
m_index | castor3d::RenderNodesPass | protected |
m_isDirty | castor3d::RenderNodesPass | protected |
m_llpvConfigUbo | castor3d::RenderTechniquePass | protected |
m_llpvResult | castor3d::RenderTechniquePass | protected |
m_lpvConfigUbo | castor3d::RenderTechniquePass | protected |
m_lpvResult | castor3d::RenderTechniquePass | protected |
m_matrixUbo | castor3d::RenderNodesPass | protected |
m_mode | castor3d::RenderNodesPass | protected |
m_oit | castor3d::RenderNodesPass | protected |
m_parent | castor3d::RenderTechniquePass | protected |
m_renderQueue | castor3d::RenderNodesPass | protected |
m_renderSystem | castor3d::RenderNodesPass | protected |
m_safeBand | castor3d::RenderNodesPass | protected |
m_scene | castor3d::RenderTechniquePass | protected |
m_sceneUbo | castor3d::RenderNodesPass | protected |
m_size | castor3d::RenderNodesPass | protected |
m_ssao | castor3d::RenderTechniquePass | protected |
m_ssaoConfig | castor3d::RenderTechniquePass | protected |
m_typeID | castor3d::RenderNodesPass | protected |
m_typeName | castor3d::RenderNodesPass | protected |
m_vctConfigUbo | castor3d::RenderTechniquePass | protected |
m_vctFirstBounce | castor3d::RenderTechniquePass | protected |
m_vctSecondaryBounce | castor3d::RenderTechniquePass | protected |
OpaquePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc) | castor3d::OpaquePass | |
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::RenderNodesPass | protected |
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::RenderTechniquePass | protected |
setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
Type | castor3d::OpaquePass | static |
update(GpuUpdater &updater) override | castor3d::RenderTechniquePass | virtual |
update(CpuUpdater &updater) | castor3d::RenderTechniquePass | virtual |
update(GpuUpdater &updater) | castor3d::RenderTechniquePass | virtual |
~RenderNodesPass() override | castor3d::RenderNodesPass |