Castor3D 0.15.0
Multiplatform 3D engine
castor3d::ShadowMapPassDirectional Liste des membres

Liste complète des membres de castor3d::ShadowMapPassDirectional, 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
countNodes(RenderInfo &info) constcastor3d::RenderNodesPass
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount)castor3d::RenderNodesPassstatic
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) 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
doAddBackgroundBindings(Scene const &scene, PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddBackgroundDescriptor(Scene const &scene, PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddShadowBindings(Scene const &scene, PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddShadowDescriptor(Scene const &scene, PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) constcastor3d::RenderNodesPassprotected
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
fillPipelinesIds(castor::ArrayView< uint32_t > nodesPipelinesIds) constcastor3d::RenderNodesPass
filtersNonStatic() constcastor3d::RenderNodesPassinline
filtersStatic() constcastor3d::RenderNodesPassinline
forceTwoSided() constcastor3d::RenderNodesPassinline
getBillboardNodes() constcastor3d::RenderNodesPass
getComponentsMask() const overridecastor3d::ShadowMapPassinlinevirtual
getCuller() constcastor3d::RenderNodesPassinline
getDomainShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getDrawCallsCount() constcastor3d::RenderNodesPass
getGeometryShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getHullShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getIgnoredNode() constcastor3d::RenderNodesPass
getInstancedSubmeshNodes() constcastor3d::RenderNodesPass
getMatrixUbo() constcastor3d::RenderNodesPassinline
getMeshShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getPassPipelineNodes() constcastor3d::RenderNodesPass
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) constcastor3d::RenderNodesPass
getPipelinesCount() constcastor3d::RenderNodesPassinline
getPixelShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getRenderFilters() constcastor3d::RenderNodesPassinline
getScene() constcastor3d::RenderNodesPass
getShaderFlags() const overridecastor3d::ShadowMapPassinlinevirtual
getSubmeshNodes() constcastor3d::RenderNodesPass
getTaskShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getTypeID() constcastor3d::RenderNodesPassinline
getTypeName() constcastor3d::RenderNodesPassinline
getVertexShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
handleStatic() constcastor3d::RenderNodesPassinline
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() const overridecastor3d::ShadowMapPassvirtual
isUpToDate() constcastor3d::ShadowMapPass
isValidNode(SceneNode const &node) constcastor3d::RenderNodesPass
isValidPass(Pass const &pass) constcastor3d::RenderNodesPass
isValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPass
m_cameraUbocastor3d::RenderNodesPassprotected
m_categorycastor3d::RenderNodesPassprotected
m_cullercastor3d::RenderNodesPassprotected
m_devicecastor3d::RenderNodesPassprotected
m_filterscastor3d::RenderNodesPassprotected
m_forceTwoSidedcastor3d::RenderNodesPassprotected
m_handleStaticcastor3d::RenderNodesPassprotected
m_indexcastor3d::RenderNodesPassprotected
m_initialisedcastor3d::ShadowMapPassmutableprotected
m_isDirtycastor3d::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_targetDepthcastor3d::RenderNodesPassprotected
m_targetImagecastor3d::RenderNodesPassprotected
m_typeIDcastor3d::RenderNodesPassprotected
m_typeNamecastor3d::RenderNodesPassprotected
onSortNodescastor3d::RenderNodesPassmutable
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::RenderNodesPassprotected
setIgnoredNode(SceneNode const &node)castor3d::RenderNodesPass
setUpToDate()castor3d::ShadowMapPass
ShadowMapPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, CameraUbo const &cameraUbo, SceneCuller &culler, ShadowMap const &shadowMap, bool needsVsm, bool needsRsm, bool isStatic)castor3d::ShadowMapPass
ShadowMapPassDirectional(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, CameraUbo const &cameraUbo, SceneCuller &culler, Camera &camera, ShadowMap const &shadowMap, bool needsVsm, bool needsRsm, bool isStatic, uint32_t cascadeIndex)castor3d::ShadowMapPassDirectional
Typecastor3d::ShadowMapPassDirectionalstatic
update(CpuUpdater &updater) overridecastor3d::ShadowMapPassDirectionalvirtual
~RenderNodesPass() overridecastor3d::RenderNodesPass
~ShadowMapPassDirectional() overridecastor3d::ShadowMapPassDirectional