#include <QueueRenderNodes.hpp>
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C3D_API | QueueRenderNodes (RenderQueue const &queue) |
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C3D_API void | initialise (RenderDevice const &device) |
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C3D_API void | cleanup () |
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C3D_API void | checkEmpty () |
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C3D_API void | sortNodes (ShadowMapLightTypeArray &shadowMaps) |
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C3D_API void | fillIndirectBuffers () |
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C3D_API uint32_t | prepareCommandBuffers (ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors) |
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C3D_API SubmeshRenderNode & | createNode (Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton) |
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C3D_API BillboardRenderNode & | createNode (Pass &pass, BillboardBase &instance) |
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C3D_API std::pair< uint32_t, uint32_t > | fillPipelinesIds (castor::ArrayView< uint32_t > nodesPipelinesIds) const |
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C3D_API void | registerNodePipeline (uint32_t nodeId, uint32_t pipelineId) |
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C3D_API PipelineBufferArray const & | getPassPipelineNodes () const |
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C3D_API uint32_t | getPipelineNodesIndex (PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const |
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C3D_API uint32_t | getPipelineNodesIndex (Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const |
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C3D_API uint32_t | getPipelineNodesIndex (BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const |
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auto & | getNodesIds () const |
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auto & | getSubmeshNodes () const |
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auto & | getInstancedSubmeshNodes () const |
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auto & | getBillboardNodes () const |
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bool | hasCulledNodes () const |
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◆ PipelineMap
◆ QueueRenderNodes()
◆ checkEmpty()
C3D_API void castor3d::QueueRenderNodes::checkEmpty |
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◆ cleanup()
C3D_API void castor3d::QueueRenderNodes::cleanup |
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◆ createNode() [1/2]
◆ createNode() [2/2]
◆ fillIndirectBuffers()
C3D_API void castor3d::QueueRenderNodes::fillIndirectBuffers |
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◆ fillPipelinesIds()
C3D_API std::pair< uint32_t, uint32_t > castor3d::QueueRenderNodes::fillPipelinesIds |
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castor::ArrayView< uint32_t > |
nodesPipelinesIds | ) |
const |
◆ getBillboardNodes()
auto & castor3d::QueueRenderNodes::getBillboardNodes |
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const |
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inline |
◆ getInstancedSubmeshNodes()
auto & castor3d::QueueRenderNodes::getInstancedSubmeshNodes |
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const |
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inline |
◆ getNodesIds()
auto & castor3d::QueueRenderNodes::getNodesIds |
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const |
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inline |
◆ getPassPipelineNodes()
◆ getPipelineNodesIndex() [1/3]
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex |
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BillboardBase const & |
billboard, |
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Pass const & |
pass, |
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ashes::BufferBase const & |
buffer, |
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bool |
isFrontCulled |
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) |
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◆ getPipelineNodesIndex() [2/3]
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex |
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PipelineBaseHash const & |
hash, |
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ashes::BufferBase const & |
buffer |
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◆ getPipelineNodesIndex() [3/3]
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex |
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Submesh const & |
submesh, |
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Pass const & |
pass, |
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ashes::BufferBase const & |
buffer, |
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bool |
isFrontCulled |
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) |
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◆ getSubmeshNodes()
auto & castor3d::QueueRenderNodes::getSubmeshNodes |
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const |
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inline |
◆ hasCulledNodes()
bool castor3d::QueueRenderNodes::hasCulledNodes |
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const |
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inline |
◆ initialise()
◆ prepareCommandBuffers()
C3D_API uint32_t castor3d::QueueRenderNodes::prepareCommandBuffers |
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ashes::Optional< VkViewport > const & |
viewport, |
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ashes::Optional< VkRect2D > const & |
scissors |
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) |
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◆ registerNodePipeline()
C3D_API void castor3d::QueueRenderNodes::registerNodePipeline |
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uint32_t |
nodeId, |
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uint32_t |
pipelineId |
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) |
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◆ sortNodes()
La documentation de cette structure a été générée à partir du fichier suivant :