Castor3D 0.17.0
Multiplatform 3D engine
castor3d::NodesPass Member List

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::NodesPassstatic
addBackgroundDescriptor(SceneBackground const &background, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index)castor3d::NodesPassstatic
addClusteredLightingBindings(FrustumClusters const &frustumClusters, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::NodesPassstatic
addClusteredLightingDescriptor(FrustumClusters const &frustumClusters, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index)castor3d::NodesPassstatic
addGIBindings(SceneFlags flags, IndirectLightingData const &indirectLighting, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::NodesPassstatic
addGIDescriptor(SceneFlags sceneFlags, IndirectLightingData const &indirectLighting, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index)castor3d::NodesPassstatic
addShadowBindings(SceneFlags const &sceneFlags, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::NodesPassstatic
addShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::NodesPassstatic
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index)castor3d::NodesPassstatic
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, SceneFlags const &sceneFlags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index)castor3d::NodesPassstatic
adjustFlags(SubmeshComponentCombine const &submeshCombine) constcastor3d::NodesPass
adjustFlags(PassComponentCombine const &passCombine) constcastor3d::NodesPass
adjustFlags(TextureCombine const &textureCombine) constcastor3d::NodesPass
adjustFlags(SceneFlags flags) constcastor3d::NodesPass
areValidPassFlags(PassComponentCombine const &passFlags) const noexceptcastor3d::NodesPass
doAdjustSceneFlags(SceneFlags flags) constcastor3d::NodesPassprotectedvirtual
doAdjustSubmeshComponents(SubmeshComponentCombine submeshCombine) constcastor3d::NodesPassprotectedvirtual
doAreValidPassFlags(PassComponentCombine const &passFlags) const noexcept=0castor3d::NodesPassprotectedpure virtual
doIsValidNode(SceneNode const &node) const noexcept=0castor3d::NodesPassprotectedpure virtual
doIsValidPass(Pass const &pass) const noexceptcastor3d::NodesPassprotectedvirtual
doIsValidRenderable(RenderedObject const &object) const noexceptcastor3d::NodesPassprotectedvirtual
doUpdate(CpuUpdater &updater)=0castor3d::NodesPassprotectedpure virtual
filtersNonStatic() const noexceptcastor3d::NodesPassinline
filtersStatic() const noexceptcastor3d::NodesPassinline
getComponentsMask() const noexceptcastor3d::NodesPassinline
getName() const noexceptcastor::NamedBaseT< T >inline
getOwner() const noexceptcastor::OwnedBy< Engine >inline
getRenderFilters() const noexceptcastor3d::NodesPassinline
getTypeID() const noexceptcastor3d::NodesPassinline
getTypeName() const noexceptcastor3d::NodesPassinline
handleStatic() const noexceptcastor3d::NodesPassinline
isDirty() const noexceptcastor3d::NodesPassinline
isPassEnabled() const noexceptcastor3d::NodesPassvirtual
isValidNode(SceneNode const &node) const noexceptcastor3d::NodesPass
isValidPass(Pass const &pass) const noexceptcastor3d::NodesPass
isValidRenderable(RenderedObject const &object) const noexceptcastor3d::NodesPass
m_cameraUbocastor3d::NodesPassprotected
m_categorycastor3d::NodesPassprotected
m_componentsMaskcastor3d::NodesPassprotected
m_devicecastor3d::NodesPassprotected
m_filterscastor3d::NodesPassprotected
m_handleStaticcastor3d::NodesPassprotected
m_indexcastor3d::NodesPassprotected
m_isDirtycastor3d::NodesPassprotected
m_namecastor::NamedBaseT< T >protected
m_renderSystemcastor3d::NodesPassprotected
m_safeBandcastor3d::NodesPassprotected
m_sceneUbocastor3d::NodesPassprotected
m_sizecastor3d::NodesPassprotected
m_targetDepthcastor3d::NodesPassprotected
m_targetImagecastor3d::NodesPassprotected
m_typeIDcastor3d::NodesPassprotected
m_typeNamecastor3d::NodesPassprotected
NamedBaseT(T name) noexceptcastor::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::NodesPassprotected
onSortNodescastor3d::NodesPassmutable
OwnedBy(Engine &owner) noexceptcastor::OwnedBy< Engine >inlineexplicitprotected
rename(T name) noexceptcastor::NamedBaseT< T >inline
setOwner(Engine &owner) noexceptcastor::OwnedBy< Engine >inline
update(CpuUpdater &updater)castor3d::NodesPass
~NodesPass() noexcept=defaultcastor3d::NodesPassvirtual