Castor3D
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Liste complète des membres de Castor3D::ShadowMapPassDirectional, y compris les membres hérités :
Cleanup() | Castor3D::RenderPass | |
CreateBillboardNode(Pass &p_pass, RenderPipeline &p_pipeline, BillboardBase &p_billboard) | Castor3D::RenderPass | |
CreateMorphingNode(Pass &p_pass, RenderPipeline &p_pipeline, Submesh &p_submesh, Geometry &p_primitive, AnimatedMesh &p_mesh) | Castor3D::RenderPass | |
CreateSkinningNode(Pass &p_pass, RenderPipeline &p_pipeline, Submesh &p_submesh, Geometry &p_primitive, AnimatedSkeleton &p_skeleton) | Castor3D::RenderPass | |
CreateStaticNode(Pass &p_pass, RenderPipeline &p_pipeline, Submesh &p_submesh, Geometry &p_primitive) | Castor3D::RenderPass | |
DistanceSortedNodeMap typedef | Castor3D::RenderPass | |
DoCopyNodesMatrices(StaticRenderNodeArray const &p_renderNodes, VertexBuffer &p_matrixBuffer) | Castor3D::RenderPass | protected |
DoCopyNodesMatrices(StaticRenderNodeArray const &p_renderNodes, VertexBuffer &p_matrixBuffer, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoCreatePassRenderNode(Pass &p_pass, RenderPipeline &p_pipeline) | Castor3D::RenderPass | protected |
DoCreateSceneRenderNode(Scene &p_scene, RenderPipeline &p_pipeline) | Castor3D::RenderPass | protected |
DoGetProgram(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags, bool p_invertNormals) const | Castor3D::RenderPass | protected |
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes) | Castor3D::RenderPass | protected |
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera) | Castor3D::RenderPass | protected |
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes) | Castor3D::RenderPass | protected |
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera) | Castor3D::RenderPass | protected |
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes) | Castor3D::RenderPass | protected |
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera) | Castor3D::RenderPass | protected |
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoRenderNodes(SceneRenderNodes &p_nodes, Camera const &p_camera) | Castor3D::ShadowMapPass | protected |
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes) | Castor3D::RenderPass | protected |
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera) | Castor3D::RenderPass | protected |
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes) | Castor3D::RenderPass | protected |
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera) | Castor3D::RenderPass | protected |
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps) | Castor3D::RenderPass | protected |
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info) | Castor3D::RenderPass | protected |
DoUpdateFlags(TextureChannels &p_textureFlags, ProgramFlags &p_programFlags, SceneFlags &p_sceneFlags) const override | Castor3D::ShadowMapPass | protectedvirtual |
GetCamera() const | Castor3D::ShadowMapPassDirectional | inline |
GetGeometryShaderSource(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags) const | Castor3D::RenderPass | |
GetPipelineBack(BlendMode p_colourBlendMode, BlendMode p_alphaBlendMode, TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags) | Castor3D::RenderPass | |
GetPipelineFront(BlendMode p_colourBlendMode, BlendMode p_alphaBlendMode, TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags) | Castor3D::RenderPass | |
GetPixelShaderSource(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags) const | Castor3D::RenderPass | |
GetVertexShaderSource(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags, bool p_invertNormals) const | Castor3D::RenderPass | |
Initialise(Castor::Size const &p_size) | Castor3D::RenderPass | |
IsMultisampling() const | Castor3D::RenderPass | inline |
m_backPipelines | Castor3D::RenderPass | protected |
m_billboardUbo | Castor3D::RenderPass | protected |
m_frontPipelines | Castor3D::RenderPass | protected |
m_geometryBuffers | Castor3D::RenderPass | protected |
m_index | Castor3D::ShadowMapPass | protected |
m_initialised | Castor3D::ShadowMapPass | protected |
m_light | Castor3D::ShadowMapPass | protected |
m_matrixUbo | Castor3D::RenderPass | protected |
m_modelMatrixUbo | Castor3D::RenderPass | protected |
m_modelUbo | Castor3D::RenderPass | protected |
m_morphingUbo | Castor3D::RenderPass | protected |
m_multisampling | Castor3D::RenderPass | protected |
m_opaque | Castor3D::RenderPass | protected |
m_passNode | Castor3D::RenderPass | protected |
m_passUbo | Castor3D::RenderPass | protected |
m_projectionUniform | Castor3D::RenderPass | protected |
m_renderQueue | Castor3D::RenderPass | protected |
m_renderSystem | Castor3D::RenderPass | protected |
m_sceneUbo | Castor3D::RenderPass | protected |
m_shadowMap | Castor3D::ShadowMapPass | protected |
m_skinningUbo | Castor3D::RenderPass | protected |
m_viewUniform | Castor3D::RenderPass | protected |
PreparePipeline(BlendMode p_colourBlendMode, BlendMode p_alphaBlendMode, TextureChannels &p_textureFlags, ProgramFlags &p_programFlags, SceneFlags &p_sceneFlags, bool p_twoSided) | Castor3D::RenderPass | |
Render(uint32_t p_face=0) | Castor3D::ShadowMapPass | |
RenderPass(Castor::String const &p_name, Engine &p_engine, bool p_opaque, bool p_multisampling=false) | Castor3D::RenderPass | protected |
ShadowMapPass(Engine &p_engine, Light &p_light, ShadowMap const &p_shadowMap) | Castor3D::ShadowMapPass | |
ShadowMapPassDirectional(Engine &p_engine, Light &p_light, ShadowMap const &p_shadowMap) | Castor3D::ShadowMapPassDirectional | |
Update(RenderQueueArray &p_queues, int32_t p_index) | Castor3D::ShadowMapPass | |
Castor3D::RenderPass::Update(RenderQueueArray &p_queues) | Castor3D::RenderPass | |
UpdatePipeline(RenderPipeline &p_pipeline) const | Castor3D::RenderPass | |
~RenderPass() | Castor3D::RenderPass | virtual |
~ShadowMapPass() | Castor3D::ShadowMapPass | |
~ShadowMapPassDirectional() | Castor3D::ShadowMapPassDirectional |