#include <LightsPipeline.hpp>
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| LightsPipeline (Scene const &scene, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, LightPipelineConfig const &config, LightPassResult const &lpResult, ShadowMapResult const &smResult, LightRenderPassArray const &renderPasses, LightRenderPassArray const &stencilRenderPasses, crg::ImageViewIdArray const &targetColourResult) |
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void | clear () |
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void | addLight (Camera const &camera, Light const &light) |
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void | removeLight (Camera const &camera, Light const &light) |
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void | recordInto (crg::RecordContext &context, VkCommandBuffer commandBuffer, uint32_t passIndex, uint32_t &index) |
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uint32_t | getLightCount () const |
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◆ LightsPipeline()
castor3d::LightsPipeline::LightsPipeline |
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Scene const & |
scene, |
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crg::FramePass const & |
pass, |
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crg::GraphContext & |
context, |
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crg::RunnableGraph & |
graph, |
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RenderDevice const & |
device, |
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LightPipelineConfig const & |
config, |
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LightPassResult const & |
lpResult, |
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ShadowMapResult const & |
smResult, |
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LightRenderPassArray const & |
renderPasses, |
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LightRenderPassArray const & |
stencilRenderPasses, |
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crg::ImageViewIdArray const & |
targetColourResult |
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) |
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◆ addLight()
void castor3d::LightsPipeline::addLight |
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Camera const & |
camera, |
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Light const & |
light |
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) |
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◆ clear()
void castor3d::LightsPipeline::clear |
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◆ getLightCount()
uint32_t castor3d::LightsPipeline::getLightCount |
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const |
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inline |
◆ recordInto()
void castor3d::LightsPipeline::recordInto |
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crg::RecordContext & |
context, |
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VkCommandBuffer |
commandBuffer, |
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uint32_t |
passIndex, |
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uint32_t & |
index |
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) |
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◆ removeLight()
void castor3d::LightsPipeline::removeLight |
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Camera const & |
camera, |
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Light const & |
light |
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) |
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La documentation de cette structure a été générée à partir du fichier suivant :