#include <EnvironmentMapPass.hpp>
◆ EnvironmentMapPass()
Constructor.
- Parameters
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[in] | device | The GPU device. |
[in] | environmentMap | The parent reflection map. |
[in] | faceNode | The node from which the camera is created. |
[in] | index | The cube index this pass renders to. |
[in] | face | The cube face this pass renders to. |
[in] | background | The scene background. |
◆ ~EnvironmentMapPass()
C3D_API castor3d::EnvironmentMapPass::~EnvironmentMapPass |
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noexcept |
◆ attachTo()
Attaches this pass to given node.
- Parameters
-
◆ getLastPass()
crg::FramePass const & castor3d::EnvironmentMapPass::getLastPass |
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const |
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inlinenoexcept |
◆ record()
C3D_API void castor3d::EnvironmentMapPass::record |
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Records the pass commands.
◆ render()
C3D_API crg::SemaphoreWaitArray castor3d::EnvironmentMapPass::render |
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crg::SemaphoreWaitArray const & | toWait, |
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ashes::Queue const & | queue ) |
Renders the environment map.
- Parameters
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[in] | toWait | The semaphores to wait. |
[in] | queue | The queue receiving the render commands. |
- Returns
- The semaphores signaled by this render.
◆ update() [1/2]
Updates the render pass, CPU wise.
- Parameters
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[in,out] | updater | The update data. |
◆ update() [2/2]
Updates the render pass, GPU wise.
- Parameters
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[in,out] | updater | The update data. |
The documentation for this class was generated from the following file: