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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 |