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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::NodesPass, including all inherited members.
| addBackgroundBindings(SceneBackground const &background, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addBackgroundDescriptor(SceneBackground const &background, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) | castor3d::NodesPass | static |
| addClusteredLightingBindings(FrustumClusters const &frustumClusters, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addClusteredLightingDescriptor(FrustumClusters const &frustumClusters, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::NodesPass | static |
| addGIBindings(SceneFlags flags, IndirectLightingData const &indirectLighting, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addGIDescriptor(SceneFlags sceneFlags, IndirectLightingData const &indirectLighting, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::NodesPass | static |
| addShadowBindings(SceneFlags const &sceneFlags, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::NodesPass | static |
| addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, SceneFlags const &sceneFlags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::NodesPass | static |
| adjustFlags(SubmeshComponentCombine const &submeshCombine) const | castor3d::NodesPass | |
| adjustFlags(PassComponentCombine const &passCombine) const | castor3d::NodesPass | |
| adjustFlags(TextureCombine const &textureCombine) const | castor3d::NodesPass | |
| adjustFlags(SceneFlags flags) const | castor3d::NodesPass | |
| areValidPassFlags(PassComponentCombine const &passFlags) const noexcept | castor3d::NodesPass | |
| doAdjustSceneFlags(SceneFlags flags) const | castor3d::NodesPass | protectedvirtual |
| doAdjustSubmeshComponents(SubmeshComponentCombine submeshCombine) const | castor3d::NodesPass | protectedvirtual |
| doAreValidPassFlags(PassComponentCombine const &passFlags) const noexcept=0 | castor3d::NodesPass | protectedpure virtual |
| doIsValidNode(SceneNode const &node) const noexcept=0 | castor3d::NodesPass | protectedpure virtual |
| doIsValidPass(Pass const &pass) const noexcept | castor3d::NodesPass | protectedvirtual |
| doIsValidRenderable(RenderedObject const &object) const noexcept | castor3d::NodesPass | protectedvirtual |
| doUpdate(CpuUpdater &updater)=0 | castor3d::NodesPass | protectedpure virtual |
| filtersNonStatic() const noexcept | castor3d::NodesPass | inline |
| filtersStatic() const noexcept | castor3d::NodesPass | inline |
| getComponentsMask() const noexcept | castor3d::NodesPass | inline |
| getName() const noexcept | castor::NamedBaseT< T > | inline |
| getOwner() const noexcept | castor::OwnedBy< Engine > | inline |
| getRenderFilters() const noexcept | castor3d::NodesPass | inline |
| getTypeID() const noexcept | castor3d::NodesPass | inline |
| getTypeName() const noexcept | castor3d::NodesPass | inline |
| handleStatic() const noexcept | castor3d::NodesPass | inline |
| isDirty() const noexcept | castor3d::NodesPass | inline |
| isPassEnabled() const noexcept | castor3d::NodesPass | virtual |
| isValidNode(SceneNode const &node) const noexcept | castor3d::NodesPass | |
| isValidPass(Pass const &pass) const noexcept | castor3d::NodesPass | |
| isValidRenderable(RenderedObject const &object) const noexcept | castor3d::NodesPass | |
| m_cameraUbo | castor3d::NodesPass | protected |
| m_category | castor3d::NodesPass | protected |
| m_componentsMask | castor3d::NodesPass | protected |
| m_device | castor3d::NodesPass | protected |
| m_filters | castor3d::NodesPass | protected |
| m_handleStatic | castor3d::NodesPass | protected |
| m_index | castor3d::NodesPass | protected |
| m_isDirty | castor3d::NodesPass | protected |
| m_name | castor::NamedBaseT< T > | protected |
| m_renderSystem | castor3d::NodesPass | protected |
| m_safeBand | castor3d::NodesPass | protected |
| m_sceneUbo | castor3d::NodesPass | protected |
| m_size | castor3d::NodesPass | protected |
| m_targetDepth | castor3d::NodesPass | protected |
| m_targetImage | castor3d::NodesPass | protected |
| m_typeID | castor3d::NodesPass | protected |
| m_typeName | castor3d::NodesPass | protected |
| NamedBaseT(T name) noexcept | castor::NamedBaseT< T > | inlineexplicit |
| NodesPass(RenderDevice const &device, castor::String const &categoryName, castor::String const &typeName, castor::String const &fullName, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, NodesPassDesc const &desc) | castor3d::NodesPass | protected |
| onSortNodes | castor3d::NodesPass | mutable |
| OwnedBy(Engine &owner) noexcept | castor::OwnedBy< Engine > | inlineexplicitprotected |
| rename(T name) noexcept | castor::NamedBaseT< T > | inline |
| setOwner(Engine &owner) noexcept | castor::OwnedBy< Engine > | inline |
| update(CpuUpdater &updater) | castor3d::NodesPass | |
| ~NodesPass() noexcept=default | castor3d::NodesPass | virtual |