#include <RenderQueue.hpp>
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| C3D_API | RenderQueue (RenderNodesPass &renderPass, RenderDevice const &device, SceneCuller &culler, castor::String const &typeName, bool meshShading, SceneNode const *ignored) |
| | Constructor.
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| C3D_API void | invalidate () |
| | Tells the queue its GPU data is not valid anymore.
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| C3D_API void | cleanup () noexcept |
| | Cleans the queue up.
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| C3D_API void | update (ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) |
| | Updates the render nodes.
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| C3D_API void | update (ShadowMapLightTypeArray &shadowMaps, ShadowBuffer const *shadowBuffer, VkViewport const &viewport, VkRect2D const &scissor) |
| | Updates the render nodes.
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| C3D_API void | update (ShadowMapLightTypeArray &shadowMaps, ShadowBuffer const *shadowBuffer, VkRect2D const &scissor) |
| | Updates the render nodes.
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| C3D_API void | setIgnoredNode (SceneNode const &node) |
| | Sets the node to be ignored in rendering. remarks All objects attached to this node will be ignored.
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| C3D_API void | fillConfig (crg::ru::Config &config) const |
| | Fills the given configuration.
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| C3D_API bool | hasNodes () const noexcept |
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| C3D_API bool | needsInitialise () const |
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| C3D_API RenderFilters | getFilters () const |
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| C3D_API ashes::CommandBuffer const & | initCommandBuffer () |
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| C3D_API RenderCounts const & | getVisibleCounts () const |
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| bool | isOutOfDate () const noexcept |
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| bool | hasCommandBuffer () const noexcept |
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| ashes::CommandBuffer const & | getCommandBuffer () const noexcept |
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| QueueRenderNodes & | getRenderNodes () const noexcept |
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| SceneCuller & | getCuller () const noexcept |
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| SceneNode const * | getIgnoredNode () const noexcept |
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| uint32_t | getDrawCallsCount () const noexcept |
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| RenderNodesPass * | getOwner () const noexcept |
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| void | setOwner (RenderNodesPass &owner) noexcept |
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| | OwnedBy (RenderNodesPass &owner) noexcept |
| | Constructor.
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◆ RenderQueue()
Constructor.
- Parameters
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| [in] | renderPass | The parent render pass. |
| [in] | device | The GPU device. |
| [in] | culler | The scene culler used by this queue. |
| [in] | typeName | The parent pass type name. |
| [in] | meshShading | Tells if the parent pass uses mesh shaders. |
| [in] | ignored | The geometries attached to this node will be ignored in the render. |
◆ cleanup()
| C3D_API void castor3d::RenderQueue::cleanup |
( |
| ) |
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noexcept |
◆ fillConfig()
| C3D_API void castor3d::RenderQueue::fillConfig |
( |
crg::ru::Config & | config | ) |
const |
Fills the given configuration.
◆ getCommandBuffer()
| ashes::CommandBuffer const & castor3d::RenderQueue::getCommandBuffer |
( |
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const |
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inlinenoexcept |
◆ getCuller()
| SceneCuller & castor3d::RenderQueue::getCuller |
( |
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const |
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inlinenoexcept |
◆ getDrawCallsCount()
| uint32_t castor3d::RenderQueue::getDrawCallsCount |
( |
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const |
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inlinenoexcept |
◆ getFilters()
◆ getIgnoredNode()
| SceneNode const * castor3d::RenderQueue::getIgnoredNode |
( |
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const |
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inlinenoexcept |
◆ getRenderNodes()
◆ getVisibleCounts()
◆ hasCommandBuffer()
| bool castor3d::RenderQueue::hasCommandBuffer |
( |
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const |
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inlinenoexcept |
◆ hasNodes()
| C3D_API bool castor3d::RenderQueue::hasNodes |
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const |
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noexcept |
◆ initCommandBuffer()
| C3D_API ashes::CommandBuffer const & castor3d::RenderQueue::initCommandBuffer |
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◆ invalidate()
| C3D_API void castor3d::RenderQueue::invalidate |
( |
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Tells the queue its GPU data is not valid anymore.
◆ isOutOfDate()
| bool castor3d::RenderQueue::isOutOfDate |
( |
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const |
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inlinenoexcept |
◆ needsInitialise()
| C3D_API bool castor3d::RenderQueue::needsInitialise |
( |
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const |
◆ setIgnoredNode()
Sets the node to be ignored in rendering. remarks All objects attached to this node will be ignored.
◆ update() [1/3]
Updates the render nodes.
- Parameters
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| [in,out] | shadowMaps | Receives the shadow maps used in the render pass. |
| [in] | shadowBuffer | The buffer holding the shadow configuration data. |
| [in] | scissor | The scissors restraining the render pass. |
◆ update() [2/3]
Updates the render nodes.
- Parameters
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| [in,out] | shadowMaps | Receives the shadow maps used in the render pass. |
| [in] | shadowBuffer | The buffer holding the shadow configuration data. |
| [in] | viewport | The viewport restraining the render pass. |
| [in] | scissor | The scissors restraining the render pass. |
◆ update() [3/3]
Updates the render nodes.
- Parameters
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| [in,out] | shadowMaps | Receives the shadow maps used in the render pass. |
| [in] | shadowBuffer | The buffer holding the shadow configuration data. |
The documentation for this class was generated from the following file: