Castor3D 0.14.0
Multiplatform 3D engine
castor3d::ShadowMapPassPoint Liste des membres

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

adjustFlags(SubmeshFlags flags) constcastor3d::RenderNodesPass
adjustFlags(PassComponentCombine flags) constcastor3d::RenderNodesPass
adjustFlags(ProgramFlags flags) constcastor3d::RenderNodesPass
adjustFlags(SceneFlags flags) constcastor3d::RenderNodesPass
adjustFlags(TextureCombine texturesFlags) constcastor3d::RenderNodesPass
areValidPassFlags(PassComponentCombine const &passFlags) constcastor3d::RenderNodesPassvirtual
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount)castor3d::RenderNodesPassstatic
createPipelineFlags(PassComponentCombine components, BlendMode colourBlendMode, BlendMode alphaBlendMode, RenderPassTypeID renderPassTypeID, PassTypeID passTypeID, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureCombine const &textures, SubmeshFlags const &submeshFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, uint32_t passLayerIndex, GpuBufferOffsetT< castor::Point4f > const &morphTargets) constcastor3d::RenderNodesPass
createPipelineFlags(Pass const &pass, TextureCombine const &textures, SubmeshFlags const &submeshFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, GpuBufferOffsetT< castor::Point4f > const &morphTargets) constcastor3d::RenderNodesPass
doAdjustSceneFlags(SceneFlags flags) constcastor3d::RenderNodesPassprotectedvirtual
doGetProgram(PipelineFlags const &flags, VkCullModeFlags cullMode=VK_CULL_MODE_NONE)castor3d::RenderNodesPassprotected
doIsValidPass(Pass const &pass) constcastor3d::RenderNodesPassprotectedvirtual
doUpdateFlags(PipelineFlags &flags) constcastor3d::RenderNodesPassprotected
forceTwoSided() constcastor3d::RenderNodesPassinline
getComponentsMask() const overridecastor3d::ShadowMapPassinlinevirtual
getCuller() constcastor3d::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
getMeshShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getPipelinesCount() constcastor3d::RenderNodesPassinline
getPixelShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getRenderFilters() constcastor3d::RenderNodesPassinline
getScene() constcastor3d::RenderNodesPass
getShaderFlags() const overridecastor3d::ShadowMapPassinlinevirtual
getTaskShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getTypeID() constcastor3d::RenderNodesPassinline
getTypeName() constcastor3d::RenderNodesPassinline
getVertexShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
hasNodes() constcastor3d::RenderNodesPass
initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps, GpuBufferOffsetT< castor::Point4f > const &morphTargets)castor3d::RenderNodesPass
isDirty() constcastor3d::RenderNodesPassinline
isMeshShading() constcastor3d::RenderNodesPass
isOrderIndependent() constcastor3d::RenderNodesPassinline
isPassEnabled() constcastor3d::RenderNodesPass
isUpToDate() constcastor3d::ShadowMapPassinline
isValidPass(Pass const &pass) constcastor3d::RenderNodesPass
isValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPass
m_additionalDescriptorscastor3d::RenderNodesPassprotected
m_categorycastor3d::RenderNodesPassprotected
m_cullercastor3d::RenderNodesPassprotected
m_devicecastor3d::RenderNodesPassprotected
m_filterscastor3d::RenderNodesPassprotected
m_forceTwoSidedcastor3d::RenderNodesPassprotected
m_indexcastor3d::RenderNodesPassprotected
m_initialisedcastor3d::ShadowMapPassmutableprotected
m_isDirtycastor3d::RenderNodesPassprotected
m_matrixUbocastor3d::RenderNodesPassprotected
m_meshShadingcastor3d::RenderNodesPassprotected
m_needsRsmcastor3d::ShadowMapPassprotected
m_needsVsmcastor3d::ShadowMapPassprotected
m_oitcastor3d::RenderNodesPassprotected
m_outOfDatecastor3d::ShadowMapPassprotected
m_renderQueuecastor3d::RenderNodesPassprotected
m_renderSystemcastor3d::RenderNodesPassprotected
m_safeBandcastor3d::RenderNodesPassprotected
m_sceneUbocastor3d::RenderNodesPassprotected
m_shadowMapcastor3d::ShadowMapPassprotected
m_shadowMapUbocastor3d::ShadowMapPassprotected
m_sizecastor3d::RenderNodesPassprotected
m_targetImagecastor3d::RenderNodesPassprotected
m_typeIDcastor3d::RenderNodesPassprotected
m_typeNamecastor3d::RenderNodesPassprotected
prepareBackPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout)castor3d::RenderNodesPass
prepareFrontPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout)castor3d::RenderNodesPass
RenderNodesPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, crg::ImageData const *targetImage, RenderNodesPassDesc const &desc)castor3d::RenderNodesPassprotected
setIgnoredNode(SceneNode const &node)castor3d::RenderNodesPass
setUpToDate()castor3d::ShadowMapPassinline
ShadowMapPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, MatrixUbo &matrixUbo, SceneCuller &culler, ShadowMap const &shadowMap, bool needsVsm, bool needsRsm)castor3d::ShadowMapPass
ShadowMapPassPoint(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, uint32_t index, MatrixUbo &matrixUbo, SceneCuller &culler, ShadowMap const &shadowMap, bool needsVsm, bool needsRsm)castor3d::ShadowMapPassPoint
Typecastor3d::ShadowMapPassPointstatic
update(CpuUpdater &updater) overridecastor3d::ShadowMapPassPointvirtual
updateFrustum(castor::Matrix4x4f const &viewMatrix)castor3d::ShadowMapPassPoint
~RenderNodesPass() overridecastor3d::RenderNodesPass
~ShadowMapPassPoint() overridecastor3d::ShadowMapPassPoint