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

Liste complète des membres de castor3d::TransparentPass, y compris les membres hérités :

accept(RenderTechniqueVisitor &visitor) overridecastor3d::TransparentPassvirtual
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) const overridecastor3d::RenderTechniqueNodesPassinlinevirtual
countNodes(RenderInfo &info) const overridecastor3d::RenderTechniqueNodesPassinlinevirtual
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) const overridecastor3d::RenderTechniqueNodesPassvirtual
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) 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
doAddEnvBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddEnvDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddGIBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddGIDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddPassSpecificsBindings(PipelineFlags const &flags, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddPassSpecificsDescriptor(PipelineFlags const &flags, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
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
doAdjustProgramFlags(ProgramFlags flags) const overridecastor3d::RenderTechniqueNodesPassprotectedvirtual
doAdjustSceneFlags(SceneFlags flags) const overridecastor3d::RenderTechniqueNodesPassprotectedvirtual
doAdjustSubmeshFlags(SubmeshFlags flags) constcastor3d::RenderNodesPassprotectedvirtual
doGetProgram(PipelineFlags const &flags, VkCullModeFlags cullMode=VK_CULL_MODE_NONE)castor3d::RenderNodesPassprotected
doIsValidPass(Pass const &pass) constcastor3d::RenderNodesPassprotectedvirtual
doIsValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPassprotectedvirtual
doUpdateFlags(PipelineFlags &flags) constcastor3d::RenderNodesPassprotected
doUpdateUbos(CpuUpdater &updater)castor3d::RenderNodesPassprotectedvirtual
fillPipelinesIds(castor::ArrayView< uint32_t > nodesPipelinesIds) constcastor3d::RenderNodesPass
filtersNonStatic() constcastor3d::RenderNodesPassinline
filtersStatic() constcastor3d::RenderNodesPassinline
forceTwoSided() constcastor3d::RenderNodesPassinline
getBillboardNodes() constcastor3d::RenderNodesPass
getComponentsMask() const overridecastor3d::TransparentPassvirtual
getCuller() constcastor3d::RenderNodesPassinline
getDomainShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getDrawCallsCount() constcastor3d::RenderNodesPass
getEngine() constcastor3d::RenderTechniqueNodesPassinline
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::RenderTechniqueNodesPassinline
castor3d::RenderTechniquePass::getScene()castor3d::RenderTechniquePassinline
getShaderFlags() const overridecastor3d::RenderTechniqueNodesPassinlinevirtual
getSubmeshNodes() constcastor3d::RenderNodesPass
getTaskShaderSource(PipelineFlags const &flags) constcastor3d::RenderNodesPass
getTechnique() constcastor3d::RenderTechniqueNodesPassinline
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::RenderTechniqueNodesPassinlinevirtual
isValidNode(SceneNode const &node) constcastor3d::RenderNodesPass
isValidPass(Pass const &pass) constcastor3d::RenderNodesPass
isValidRenderable(RenderedObject const &object) constcastor3d::RenderNodesPass
m_cameracastor3d::RenderTechniqueNodesPassprotected
m_cameraUbocastor3d::RenderNodesPassprotected
m_categorycastor3d::RenderNodesPassprotected
m_cullercastor3d::RenderNodesPassprotected
m_devicecastor3d::RenderNodesPassprotected
m_drawCallscastor3d::RenderTechniquePassprotected
m_filterscastor3d::RenderNodesPassprotected
m_forceTwoSidedcastor3d::RenderNodesPassprotected
m_handleStaticcastor3d::RenderNodesPassprotected
m_indexcastor3d::RenderNodesPassprotected
m_isDirtycastor3d::RenderNodesPassprotected
m_llpvConfigUbocastor3d::RenderTechniqueNodesPassprotected
m_llpvResultcastor3d::RenderTechniqueNodesPassprotected
m_lpvConfigUbocastor3d::RenderTechniqueNodesPassprotected
m_lpvResultcastor3d::RenderTechniqueNodesPassprotected
m_meshShadingcastor3d::RenderNodesPassprotected
m_oitcastor3d::RenderNodesPassprotected
m_parentcastor3d::RenderTechniquePassprotected
m_renderQueuecastor3d::RenderNodesPassprotected
m_renderSystemcastor3d::RenderNodesPassprotected
m_safeBandcastor3d::RenderNodesPassprotected
m_scenecastor3d::RenderTechniquePassprotected
m_sceneUbocastor3d::RenderNodesPassprotected
m_shaderFlagscastor3d::RenderTechniqueNodesPassprotected
m_sizecastor3d::RenderNodesPassprotected
m_ssaocastor3d::RenderTechniqueNodesPassprotected
m_ssaoConfigcastor3d::RenderTechniqueNodesPassprotected
m_targetDepthcastor3d::RenderNodesPassprotected
m_targetImagecastor3d::RenderNodesPassprotected
m_typeIDcastor3d::RenderNodesPassprotected
m_typeNamecastor3d::RenderNodesPassprotected
m_vctConfigUbocastor3d::RenderTechniqueNodesPassprotected
m_vctFirstBouncecastor3d::RenderTechniqueNodesPassprotected
m_vctSecondaryBouncecastor3d::RenderTechniqueNodesPassprotected
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
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::RenderTechniqueNodesPassprotected
RenderTechniquePass(RenderTechnique *parent, Scene const &scene)castor3d::RenderTechniquePassprotected
setDepthFormat(VkFormat value)castor3d::TransparentPassinline
setIgnoredNode(SceneNode const &node)castor3d::RenderNodesPass
TransparentPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, Texture const &sceneImage, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::TransparentPass
Typecastor3d::TransparentPassstatic
update(CpuUpdater &updater) overridecastor3d::RenderTechniqueNodesPassvirtual
~RenderNodesPass() overridecastor3d::RenderNodesPass
~RenderTechniquePass()=defaultcastor3d::RenderTechniquePassvirtual