#include <RunnableLightingPass.hpp>
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| RunnableLightingPass (LightingPass const &lightingPass, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, Scene const &scene, LightPassResult const &lpResult, ShadowMapResult const &smDirectionalResult, ShadowMapResult const &smPointResult, ShadowMapResult const &smSpotResult) |
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void | clear () |
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void | enableLight (Camera const &camera, Light const &light) |
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void | disableLight (Camera const &camera, Light const &light) |
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void | resetCommandBuffer () |
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bool | hasEnabledLights () const |
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uint32_t | getEnabledLightsCount () const |
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◆ RunnableLightingPass()
◆ clear()
void castor3d::RunnableLightingPass::clear |
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◆ disableLight()
void castor3d::RunnableLightingPass::disableLight |
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Camera const & |
camera, |
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Light const & |
light |
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) |
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◆ doInitialise()
void castor3d::RunnableLightingPass::doInitialise |
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protected |
◆ doRecordInto()
void castor3d::RunnableLightingPass::doRecordInto |
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crg::RecordContext & |
context, |
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VkCommandBuffer |
commandBuffer, |
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uint32_t |
index |
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protected |
◆ enableLight()
void castor3d::RunnableLightingPass::enableLight |
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Camera const & |
camera, |
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Light const & |
light |
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) |
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◆ getEnabledLightsCount()
uint32_t castor3d::RunnableLightingPass::getEnabledLightsCount |
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const |
◆ hasEnabledLights()
bool castor3d::RunnableLightingPass::hasEnabledLights |
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const |
◆ resetCommandBuffer()
void castor3d::RunnableLightingPass::resetCommandBuffer |
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La documentation de cette classe a été générée à partir du fichier suivant :