Castor3D  ..
Castor3D::ShadowMapPassPoint Liste des membres

Liste complète des membres de Castor3D::ShadowMapPassPoint, 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 typedefCastor3D::RenderPass
DoCopyNodesMatrices(StaticRenderNodeArray const &p_renderNodes, VertexBuffer &p_matrixBuffer)Castor3D::RenderPassprotected
DoCopyNodesMatrices(StaticRenderNodeArray const &p_renderNodes, VertexBuffer &p_matrixBuffer, RenderInfo &p_info)Castor3D::RenderPassprotected
DoCreatePassRenderNode(Pass &p_pass, RenderPipeline &p_pipeline)Castor3D::RenderPassprotected
DoCreateSceneRenderNode(Scene &p_scene, RenderPipeline &p_pipeline)Castor3D::RenderPassprotected
DoGetProgram(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags, bool p_invertNormals) constCastor3D::RenderPassprotected
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes)Castor3D::RenderPassprotected
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera)Castor3D::RenderPassprotected
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderBillboards(BillboardRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info)Castor3D::RenderPassprotected
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes)Castor3D::RenderPassprotected
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera)Castor3D::RenderPassprotected
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderInstancedSubmeshes(SubmeshStaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info)Castor3D::RenderPassprotected
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes)Castor3D::RenderPassprotected
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera)Castor3D::RenderPassprotected
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderMorphingSubmeshes(MorphingRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info)Castor3D::RenderPassprotected
DoRenderNodes(SceneRenderNodes &p_nodes)Castor3D::ShadowMapPassPointprotected
Castor3D::ShadowMapPass::DoRenderNodes(SceneRenderNodes &p_nodes, Camera const &p_camera)Castor3D::ShadowMapPassprotected
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes)Castor3D::RenderPassprotected
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera)Castor3D::RenderPassprotected
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderSkinningSubmeshes(SkinningRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info)Castor3D::RenderPassprotected
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes)Castor3D::RenderPassprotected
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera)Castor3D::RenderPassprotected
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps)Castor3D::RenderPassprotected
DoRenderStaticSubmeshes(StaticRenderNodesByPipelineMap &p_nodes, Camera const &p_camera, DepthMapArray &p_depthMaps, RenderInfo &p_info)Castor3D::RenderPassprotected
DoUpdateFlags(TextureChannels &p_textureFlags, ProgramFlags &p_programFlags, SceneFlags &p_sceneFlags) const overrideCastor3D::ShadowMapPassprotectedvirtual
GetGeometryShaderSource(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags) constCastor3D::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) constCastor3D::RenderPass
GetVertexShaderSource(TextureChannels const &p_textureFlags, ProgramFlags const &p_programFlags, SceneFlags const &p_sceneFlags, bool p_invertNormals) constCastor3D::RenderPass
Initialise(Castor::Size const &p_size)Castor3D::RenderPass
IsMultisampling() constCastor3D::RenderPassinline
m_backPipelinesCastor3D::RenderPassprotected
m_billboardUboCastor3D::RenderPassprotected
m_frontPipelinesCastor3D::RenderPassprotected
m_geometryBuffersCastor3D::RenderPassprotected
m_indexCastor3D::ShadowMapPassprotected
m_initialisedCastor3D::ShadowMapPassprotected
m_lightCastor3D::ShadowMapPassprotected
m_matrixUboCastor3D::RenderPassprotected
m_modelMatrixUboCastor3D::RenderPassprotected
m_modelUboCastor3D::RenderPassprotected
m_morphingUboCastor3D::RenderPassprotected
m_multisamplingCastor3D::RenderPassprotected
m_opaqueCastor3D::RenderPassprotected
m_passNodeCastor3D::RenderPassprotected
m_passUboCastor3D::RenderPassprotected
m_projectionUniformCastor3D::RenderPassprotected
m_renderQueueCastor3D::RenderPassprotected
m_renderSystemCastor3D::RenderPassprotected
m_sceneUboCastor3D::RenderPassprotected
m_shadowMapCastor3D::ShadowMapPassprotected
m_skinningUboCastor3D::RenderPassprotected
m_viewUniformCastor3D::RenderPassprotected
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::RenderPassprotected
ShadowMapPass(Engine &p_engine, Light &p_light, ShadowMap const &p_shadowMap)Castor3D::ShadowMapPass
ShadowMapPassPoint(Engine &p_engine, Light &p_light, ShadowMap const &p_shadowMap)Castor3D::ShadowMapPassPoint
Update(RenderQueueArray &p_queues, int32_t p_index)Castor3D::ShadowMapPass
Castor3D::RenderPass::Update(RenderQueueArray &p_queues)Castor3D::RenderPass
UpdatePipeline(RenderPipeline &p_pipeline) constCastor3D::RenderPass
~RenderPass()Castor3D::RenderPassvirtual
~ShadowMapPass()Castor3D::ShadowMapPass
~ShadowMapPassPoint()Castor3D::ShadowMapPassPoint