Castor3D 0.14.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::ShadowMapPassPoint, y compris les membres hérités :
adjustFlags(SubmeshFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(PassComponentCombine flags) const | castor3d::RenderNodesPass | |
adjustFlags(ProgramFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(SceneFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(TextureCombine texturesFlags) const | castor3d::RenderNodesPass | |
areValidPassFlags(PassComponentCombine const &passFlags) const | castor3d::RenderNodesPass | virtual |
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::RenderNodesPass | static |
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) const | castor3d::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) const | castor3d::RenderNodesPass | |
doAdjustSceneFlags(SceneFlags flags) 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 |
doUpdateFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | protected |
forceTwoSided() const | castor3d::RenderNodesPass | inline |
getComponentsMask() const override | castor3d::ShadowMapPass | inlinevirtual |
getCuller() const | 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 |
getMeshShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getPipelinesCount() const | castor3d::RenderNodesPass | inline |
getPixelShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getRenderFilters() const | castor3d::RenderNodesPass | inline |
getScene() const | castor3d::RenderNodesPass | |
getShaderFlags() const override | castor3d::ShadowMapPass | inlinevirtual |
getTaskShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
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, GpuBufferOffsetT< castor::Point4f > const &morphTargets) | castor3d::RenderNodesPass | |
isDirty() const | castor3d::RenderNodesPass | inline |
isMeshShading() const | castor3d::RenderNodesPass | |
isOrderIndependent() const | castor3d::RenderNodesPass | inline |
isPassEnabled() const | castor3d::RenderNodesPass | |
isUpToDate() const | castor3d::ShadowMapPass | inline |
isValidPass(Pass const &pass) const | castor3d::RenderNodesPass | |
isValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | |
m_additionalDescriptors | castor3d::RenderNodesPass | protected |
m_category | castor3d::RenderNodesPass | protected |
m_culler | castor3d::RenderNodesPass | protected |
m_device | castor3d::RenderNodesPass | protected |
m_filters | castor3d::RenderNodesPass | protected |
m_forceTwoSided | castor3d::RenderNodesPass | protected |
m_index | castor3d::RenderNodesPass | protected |
m_initialised | castor3d::ShadowMapPass | mutableprotected |
m_isDirty | castor3d::RenderNodesPass | protected |
m_matrixUbo | castor3d::RenderNodesPass | protected |
m_meshShading | castor3d::RenderNodesPass | protected |
m_needsRsm | castor3d::ShadowMapPass | protected |
m_needsVsm | castor3d::ShadowMapPass | protected |
m_oit | castor3d::RenderNodesPass | protected |
m_outOfDate | castor3d::ShadowMapPass | protected |
m_renderQueue | castor3d::RenderNodesPass | protected |
m_renderSystem | castor3d::RenderNodesPass | protected |
m_safeBand | castor3d::RenderNodesPass | protected |
m_sceneUbo | castor3d::RenderNodesPass | protected |
m_shadowMap | castor3d::ShadowMapPass | protected |
m_shadowMapUbo | castor3d::ShadowMapPass | protected |
m_size | castor3d::RenderNodesPass | protected |
m_targetImage | castor3d::RenderNodesPass | protected |
m_typeID | castor3d::RenderNodesPass | protected |
m_typeName | castor3d::RenderNodesPass | protected |
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::RenderNodesPass | protected |
setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
setUpToDate() | castor3d::ShadowMapPass | inline |
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 | |
Type | castor3d::ShadowMapPassPoint | static |
update(CpuUpdater &updater) override | castor3d::ShadowMapPassPoint | virtual |
updateFrustum(castor::Matrix4x4f const &viewMatrix) | castor3d::ShadowMapPassPoint | |
~RenderNodesPass() override | castor3d::RenderNodesPass | |
~ShadowMapPassPoint() override | castor3d::ShadowMapPassPoint |