Castor3D 0.15.0
Multiplatform 3D engine
Types publics | Fonctions membres publiques | Liste de tous les membres
Référence de la structure castor3d::QueueRenderNodes

#include <QueueRenderNodes.hpp>

Graphe d'héritage de castor3d::QueueRenderNodes:
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Graphe de collaboration de castor3d::QueueRenderNodes:
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Types publics

using PipelineMap = std::unordered_map< size_t, RenderPipeline * >
 

Fonctions membres publiques

C3D_API QueueRenderNodes (RenderQueue const &queue)
 
C3D_API void initialise (RenderDevice const &device)
 
C3D_API void cleanup ()
 
C3D_API void checkEmpty ()
 
C3D_API void sortNodes (ShadowMapLightTypeArray &shadowMaps)
 
C3D_API void fillIndirectBuffers ()
 
C3D_API uint32_t prepareCommandBuffers (ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors)
 
C3D_API SubmeshRenderNodecreateNode (Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton)
 
C3D_API BillboardRenderNodecreateNode (Pass &pass, BillboardBase &instance)
 
C3D_API std::pair< uint32_t, uint32_t > fillPipelinesIds (castor::ArrayView< uint32_t > nodesPipelinesIds) const
 
C3D_API void registerNodePipeline (uint32_t nodeId, uint32_t pipelineId)
 
C3D_API PipelineBufferArray const & getPassPipelineNodes () const
 
C3D_API uint32_t getPipelineNodesIndex (PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const
 
C3D_API uint32_t getPipelineNodesIndex (Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const
 
C3D_API uint32_t getPipelineNodesIndex (BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const
 
auto & getNodesIds () const
 
auto & getSubmeshNodes () const
 
auto & getInstancedSubmeshNodes () const
 
auto & getBillboardNodes () const
 
bool hasCulledNodes () const
 

Documentation des définitions de type membres

◆ PipelineMap

using castor3d::QueueRenderNodes::PipelineMap = std::unordered_map< size_t, RenderPipeline * >

Documentation des constructeurs et destructeur

◆ QueueRenderNodes()

C3D_API castor3d::QueueRenderNodes::QueueRenderNodes ( RenderQueue const &  queue)
explicit

Documentation des fonctions membres

◆ checkEmpty()

C3D_API void castor3d::QueueRenderNodes::checkEmpty ( )

◆ cleanup()

C3D_API void castor3d::QueueRenderNodes::cleanup ( )

◆ createNode() [1/2]

C3D_API BillboardRenderNode & castor3d::QueueRenderNodes::createNode ( Pass pass,
BillboardBase instance 
)

◆ createNode() [2/2]

C3D_API SubmeshRenderNode & castor3d::QueueRenderNodes::createNode ( Pass pass,
Submesh data,
Geometry instance,
AnimatedMesh mesh,
AnimatedSkeleton skeleton 
)

◆ fillIndirectBuffers()

C3D_API void castor3d::QueueRenderNodes::fillIndirectBuffers ( )

◆ fillPipelinesIds()

C3D_API std::pair< uint32_t, uint32_t > castor3d::QueueRenderNodes::fillPipelinesIds ( castor::ArrayView< uint32_t >  nodesPipelinesIds) const

◆ getBillboardNodes()

auto & castor3d::QueueRenderNodes::getBillboardNodes ( ) const
inline

◆ getInstancedSubmeshNodes()

auto & castor3d::QueueRenderNodes::getInstancedSubmeshNodes ( ) const
inline

◆ getNodesIds()

auto & castor3d::QueueRenderNodes::getNodesIds ( ) const
inline

◆ getPassPipelineNodes()

C3D_API PipelineBufferArray const & castor3d::QueueRenderNodes::getPassPipelineNodes ( ) const

◆ getPipelineNodesIndex() [1/3]

C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex ( BillboardBase const &  billboard,
Pass const &  pass,
ashes::BufferBase const &  buffer,
bool  isFrontCulled 
) const

◆ getPipelineNodesIndex() [2/3]

C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex ( PipelineBaseHash const &  hash,
ashes::BufferBase const &  buffer 
) const

◆ getPipelineNodesIndex() [3/3]

C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex ( Submesh const &  submesh,
Pass const &  pass,
ashes::BufferBase const &  buffer,
bool  isFrontCulled 
) const

◆ getSubmeshNodes()

auto & castor3d::QueueRenderNodes::getSubmeshNodes ( ) const
inline

◆ hasCulledNodes()

bool castor3d::QueueRenderNodes::hasCulledNodes ( ) const
inline

◆ initialise()

C3D_API void castor3d::QueueRenderNodes::initialise ( RenderDevice const &  device)

◆ prepareCommandBuffers()

C3D_API uint32_t castor3d::QueueRenderNodes::prepareCommandBuffers ( ashes::Optional< VkViewport > const &  viewport,
ashes::Optional< VkRect2D > const &  scissors 
)

◆ registerNodePipeline()

C3D_API void castor3d::QueueRenderNodes::registerNodePipeline ( uint32_t  nodeId,
uint32_t  pipelineId 
)

◆ sortNodes()

C3D_API void castor3d::QueueRenderNodes::sortNodes ( ShadowMapLightTypeArray shadowMaps)

La documentation de cette structure a été générée à partir du fichier suivant :