Castor3D 0.15.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::RenderTechniqueNodesPass, y compris les membres hérités :
accept(RenderTechniqueVisitor &visitor) override | castor3d::RenderTechniqueNodesPass | virtual |
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 override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
countNodes(RenderInfo &info) const override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::RenderNodesPass | static |
createPipelineFlags(PassComponentCombine components, BlendMode colourBlendMode, BlendMode alphaBlendMode, RenderPassTypeID renderPassTypeId, LightingModelID lightingModelId, BackgroundModelID backgroundModelId, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureCombine const &textures, SubmeshFlags const &submeshFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, bool invertNormals, uint32_t passLayerIndex, GpuBufferOffsetT< castor::Point4f > const &morphTargets) const override | castor3d::RenderTechniqueNodesPass | virtual |
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 | |
doAddBackgroundBindings(Scene const &scene, PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderNodesPass | protected |
doAddBackgroundDescriptor(Scene const &scene, PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) const | castor3d::RenderNodesPass | protected |
doAddEnvBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddEnvDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddGIBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddGIDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddPassSpecificsBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddPassSpecificsDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
doAddShadowBindings(Scene const &scene, PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderNodesPass | protected |
doAddShadowDescriptor(Scene const &scene, PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderNodesPass | protected |
doAdjustProgramFlags(ProgramFlags flags) const override | castor3d::RenderTechniqueNodesPass | protectedvirtual |
doAdjustSceneFlags(SceneFlags flags) const override | castor3d::RenderTechniqueNodesPass | protectedvirtual |
doAdjustSubmeshFlags(SubmeshFlags 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 |
doIsValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | protectedvirtual |
doUpdateFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | protected |
doUpdateUbos(CpuUpdater &updater) | castor3d::RenderNodesPass | protectedvirtual |
fillPipelinesIds(castor::ArrayView< uint32_t > nodesPipelinesIds) const | castor3d::RenderNodesPass | |
filtersNonStatic() const | castor3d::RenderNodesPass | inline |
filtersStatic() const | castor3d::RenderNodesPass | inline |
forceTwoSided() const | castor3d::RenderNodesPass | inline |
getBillboardNodes() const | castor3d::RenderNodesPass | |
getComponentsMask() const | castor3d::RenderNodesPass | virtual |
getCuller() const | castor3d::RenderNodesPass | inline |
getDomainShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getDrawCallsCount() const | castor3d::RenderNodesPass | |
getEngine() const | castor3d::RenderTechniqueNodesPass | inline |
getGeometryShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getHullShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getIgnoredNode() const | castor3d::RenderNodesPass | |
getInstancedSubmeshNodes() const | castor3d::RenderNodesPass | |
getMatrixUbo() const | castor3d::RenderNodesPass | inline |
getMeshShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getPassPipelineNodes() const | castor3d::RenderNodesPass | |
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const | castor3d::RenderNodesPass | |
getPipelinesCount() const | castor3d::RenderNodesPass | inline |
getPixelShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getRenderFilters() const | castor3d::RenderNodesPass | inline |
getScene() const | castor3d::RenderTechniqueNodesPass | inline |
castor3d::RenderTechniquePass::getScene() | castor3d::RenderTechniquePass | inline |
getShaderFlags() const override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
getSubmeshNodes() const | castor3d::RenderNodesPass | |
getTaskShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
getTechnique() const | castor3d::RenderTechniqueNodesPass | inline |
getTypeID() const | castor3d::RenderNodesPass | inline |
getTypeName() const | castor3d::RenderNodesPass | inline |
getVertexShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
handleStatic() const | castor3d::RenderNodesPass | inline |
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 override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
isValidNode(SceneNode const &node) const | castor3d::RenderNodesPass | |
isValidPass(Pass const &pass) const | castor3d::RenderNodesPass | |
isValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | |
m_camera | castor3d::RenderTechniqueNodesPass | protected |
m_cameraUbo | castor3d::RenderNodesPass | protected |
m_category | castor3d::RenderNodesPass | protected |
m_culler | castor3d::RenderNodesPass | protected |
m_device | castor3d::RenderNodesPass | protected |
m_drawCalls | castor3d::RenderTechniquePass | protected |
m_filters | castor3d::RenderNodesPass | protected |
m_forceTwoSided | castor3d::RenderNodesPass | protected |
m_handleStatic | castor3d::RenderNodesPass | protected |
m_index | castor3d::RenderNodesPass | protected |
m_isDirty | castor3d::RenderNodesPass | protected |
m_llpvConfigUbo | castor3d::RenderTechniqueNodesPass | protected |
m_llpvResult | castor3d::RenderTechniqueNodesPass | protected |
m_lpvConfigUbo | castor3d::RenderTechniqueNodesPass | protected |
m_lpvResult | castor3d::RenderTechniqueNodesPass | protected |
m_meshShading | 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_shaderFlags | castor3d::RenderTechniqueNodesPass | protected |
m_size | castor3d::RenderNodesPass | protected |
m_ssao | castor3d::RenderTechniqueNodesPass | protected |
m_ssaoConfig | castor3d::RenderTechniqueNodesPass | protected |
m_targetDepth | castor3d::RenderNodesPass | protected |
m_targetImage | castor3d::RenderNodesPass | protected |
m_typeID | castor3d::RenderNodesPass | protected |
m_typeName | castor3d::RenderNodesPass | protected |
m_vctConfigUbo | castor3d::RenderTechniqueNodesPass | protected |
m_vctFirstBounce | castor3d::RenderTechniqueNodesPass | protected |
m_vctSecondaryBounce | castor3d::RenderTechniqueNodesPass | protected |
onSortNodes | castor3d::RenderNodesPass | mutable |
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::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &desc) | castor3d::RenderNodesPass | protected |
RenderTechniqueNodesPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc) | castor3d::RenderTechniqueNodesPass | protected |
RenderTechniquePass(RenderTechnique *parent, Scene const &scene) | castor3d::RenderTechniquePass | protected |
setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
update(CpuUpdater &updater) override | castor3d::RenderTechniqueNodesPass | virtual |
~RenderNodesPass() override | castor3d::RenderNodesPass | |
~RenderTechniquePass()=default | castor3d::RenderTechniquePass | virtual |