Castor3D 0.16.0
Multiplatform 3D engine
castor3d::VisibilityPass Member List

This is the complete list of members for castor3d::VisibilityPass, including all inherited members.

accept(RenderTechniqueVisitor &visitor) overridecastor3d::VisibilityPassvirtual
addBackgroundBindings(SceneBackground const &background, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::RenderNodesPassstatic
addBackgroundDescriptor(SceneBackground const &background, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index)castor3d::RenderNodesPassstatic
addClusteredLightingBindings(FrustumClusters const &frustumClusters, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::RenderNodesPassstatic
addClusteredLightingDescriptor(FrustumClusters const &frustumClusters, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index)castor3d::RenderNodesPassstatic
addGIBindings(SceneFlags flags, IndirectLightingData const &indirectLighting, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::RenderNodesPassstatic
addGIDescriptor(SceneFlags sceneFlags, IndirectLightingData const &indirectLighting, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index)castor3d::RenderNodesPassstatic
addShadowBindings(SceneFlags const &sceneFlags, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::RenderNodesPassstatic
addShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index)castor3d::RenderNodesPassstatic
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index)castor3d::RenderNodesPassstatic
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, SceneFlags const &sceneFlags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index)castor3d::RenderNodesPassstatic
adjustFlags(SubmeshComponentCombine const &submeshCombine) constcastor3d::RenderNodesPass
adjustFlags(PassComponentCombine const &passCombine) constcastor3d::RenderNodesPass
adjustFlags(ProgramFlags flags) constcastor3d::RenderNodesPass
adjustFlags(SceneFlags flags) constcastor3d::RenderNodesPass
adjustFlags(TextureCombine const &textureCombine) constcastor3d::RenderNodesPass
allowClusteredLighting(ClustersConfig const &config) const noexceptcastor3d::RenderNodesPass
areDebugTargetsEnabled() const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
areValidPassFlags(PassComponentCombine const &passFlags) const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
cleanupPipelines()castor3d::RenderNodesPass
countNodes(RenderInfo &info) const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount)castor3d::RenderNodesPassstatic
createPipelineFlags(PassComponentCombine const &passComponents, SubmeshComponentCombine const &submeshComponents, BlendMode colourBlendMode, BlendMode alphaBlendMode, RenderPassTypeID renderPassTypeId, LightingModelID lightingModelId, BackgroundModelID backgroundModelId, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureCombine const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, uint32_t passLayerIndex, GpuBufferOffsetT< castor::Point4f > const &morphTargets, SubmeshRenderData *submeshData) const overridecastor3d::RenderTechniqueNodesPassvirtual
castor3d::RenderNodesPass::createPipelineFlags(PassComponentCombine const &passComponents, SubmeshComponentCombine const &submeshComponents, BlendMode colourBlendMode, BlendMode alphaBlendMode, RenderPassTypeID renderPassTypeId, LightingModelID lightingModelId, BackgroundModelID backgroundModelId, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureCombine const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, uint32_t passLayerIndex, GpuBufferOffsetT< castor::Point4f > const &morphTargets, SubmeshRenderData const *submeshData) const noexceptcastor3d::RenderNodesPass
castor3d::RenderNodesPass::createPipelineFlags(Pass const &pass, TextureCombine const &textures, SubmeshComponentCombine const &submeshComponents, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled, GpuBufferOffsetT< castor::Point4f > const &morphTargets, SubmeshRenderData const *submeshData) const noexceptcastor3d::RenderNodesPass
doAccept(castor3d::RenderTechniqueVisitor &visitor) overridecastor3d::RenderTechniqueNodesPassprotectedvirtual
doAddBackgroundBindings(Scene const &scene, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddBackgroundDescriptor(Scene const &scene, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddClusteredLightingBindings(RenderTarget const &target, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddClusteredLightingDescriptor(RenderTarget const &target, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddEnvBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddEnvDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddGIBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddGIDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddPassSpecificsBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddPassSpecificsDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) constcastor3d::RenderTechniqueNodesPassprotected
doAddShadowBindings(Scene const &scene, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAddShadowDescriptor(Scene const &scene, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer, uint32_t &index) constcastor3d::RenderNodesPassprotected
doAdjustProgramFlags(ProgramFlags flags) const overridecastor3d::RenderTechniqueNodesPassprotectedvirtual
doAdjustSceneFlags(SceneFlags flags) const overridecastor3d::RenderTechniqueNodesPassprotectedvirtual
doAdjustSubmeshComponents(SubmeshComponentCombine submeshCombine) constcastor3d::RenderNodesPassprotectedvirtual
doGetProgram(PipelineFlags const &flags)castor3d::RenderNodesPassprotected
doIsValidPass(Pass const &pass) const noexceptcastor3d::RenderNodesPassprotectedvirtual
doIsValidRenderable(RenderedObject const &object) const noexceptcastor3d::RenderNodesPassprotectedvirtual
doUpdateFlags(PipelineFlags &flags) constcastor3d::RenderNodesPassprotected
doUpdateUbos(CpuUpdater &updater)castor3d::RenderNodesPassprotectedvirtual
filtersNonStatic() const noexceptcastor3d::RenderNodesPassinline
filtersStatic() const noexceptcastor3d::RenderNodesPassinline
forceAdjustFlags(PipelineFlags &flags) constcastor3d::RenderNodesPass
forceTwoSided() const noexceptcastor3d::RenderNodesPassinline
getBillboardNodes() constcastor3d::RenderNodesPass
getClustersConfig() const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
getComponentsMask() const noexceptcastor3d::RenderNodesPassinline
getCuller() const noexceptcastor3d::RenderNodesPassinline
getDebugConfig() const noexceptcastor3d::RenderTechniqueNodesPassinline
getDeferredLightingFilter() const noexceptcastor3d::RenderNodesPassinline
getDrawCallsCount() constcastor3d::RenderNodesPass
getEngine() const noexceptcastor3d::RenderTechniqueNodesPassinline
getIgnoredNode() const noexceptcastor3d::RenderNodesPass
getIndirectLighting() const noexceptcastor3d::RenderTechniquePass
getInstancedSubmeshNodes() constcastor3d::RenderNodesPass
getMatrixUbo() const noexceptcastor3d::RenderNodesPassinline
getMaxPipelineId() constcastor3d::RenderNodesPass
getName() const noexceptcastor::NamedBaseT< T >inline
getOwner() constcastor::OwnedBy< Engine >inline
getParallaxOcclusionFilter() const noexceptcastor3d::RenderNodesPassinline
getPassPipelineNodes() constcastor3d::RenderNodesPass
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) constcastor3d::RenderNodesPass
getPipelinesCount() const noexceptcastor3d::RenderNodesPassinline
getPixelShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) constcastor3d::RenderNodesPass
getRenderFilters() const noexceptcastor3d::RenderNodesPassinline
getRenderQueue() const noexceptcastor3d::RenderNodesPassinlineprotected
getScene() const noexceptcastor3d::RenderTechniqueNodesPassinline
castor3d::RenderTechniquePass::getScene() noexceptcastor3d::RenderTechniquePassinline
getShaderFlags() const noexcept overridecastor3d::VisibilityPassvirtual
getSubmeshNodes() constcastor3d::RenderNodesPass
getSubmeshShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) constcastor3d::RenderNodesPass
getTechnique() const noexceptcastor3d::RenderTechniqueNodesPassinline
getTypeID() const noexceptcastor3d::RenderNodesPassinline
getTypeName() const noexceptcastor3d::RenderNodesPassinline
getVisibleCounts() constcastor3d::RenderNodesPass
handleStatic() const noexceptcastor3d::RenderNodesPassinline
hasNodes() const noexceptcastor3d::RenderNodesPass
hasSsao() const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer)castor3d::RenderNodesPass
isDirty() const noexceptcastor3d::RenderNodesPassinline
isMeshShading() const noexceptcastor3d::RenderNodesPass
isOrderIndependent() const noexceptcastor3d::RenderNodesPassinline
isPassEnabled() const noexcept overridecastor3d::RenderTechniqueNodesPassinlinevirtual
isValidNode(SceneNode const &node) const noexceptcastor3d::RenderNodesPass
isValidPass(Pass const &pass) const noexceptcastor3d::RenderNodesPass
isValidRenderable(RenderedObject const &object) const noexceptcastor3d::RenderNodesPass
m_allowClusteredLightingcastor3d::RenderNodesPassprotected
m_cameracastor3d::RenderTechniqueNodesPassprotected
m_cameraUbocastor3d::RenderNodesPassprotected
m_categorycastor3d::RenderNodesPassprotected
m_clustersConfigcastor3d::RenderTechniqueNodesPassprotected
m_componentsMaskcastor3d::RenderNodesPassprotected
m_deferredLightingFiltercastor3d::RenderNodesPassprotected
m_devicecastor3d::RenderNodesPassprotected
m_drawCallscastor3d::RenderTechniquePassprotected
m_filterscastor3d::RenderNodesPassprotected
m_forceTwoSidedcastor3d::RenderNodesPassprotected
m_handleStaticcastor3d::RenderNodesPassprotected
m_indexcastor3d::RenderNodesPassprotected
m_indirectLightingcastor3d::RenderTechniqueNodesPassprotected
m_isDirtycastor3d::RenderNodesPassprotected
m_meshShadingcastor3d::RenderNodesPassprotected
m_namecastor::NamedBaseT< T >protected
m_oitcastor3d::RenderNodesPassprotected
m_outputScatteringcastor3d::RenderTechniquePassprotected
m_parallaxOcclusionFiltercastor3d::RenderNodesPassprotected
m_parentcastor3d::RenderTechniquePassprotected
m_renderSystemcastor3d::RenderNodesPassprotected
m_safeBandcastor3d::RenderNodesPassprotected
m_scenecastor3d::RenderTechniquePassprotected
m_sceneUbocastor3d::RenderNodesPassprotected
m_shaderFlagscastor3d::RenderTechniqueNodesPassprotected
m_sizecastor3d::RenderNodesPassprotected
m_ssaocastor3d::RenderTechniqueNodesPassprotected
m_ssaoConfigcastor3d::RenderTechniqueNodesPassprotected
m_targetDepthcastor3d::RenderNodesPassprotected
m_targetImagecastor3d::RenderNodesPassprotected
m_typeIDcastor3d::RenderNodesPassprotected
m_typeNamecastor3d::RenderNodesPassprotected
NamedBaseT(T name) noexceptcastor::NamedBaseT< T >inlineexplicit
onSortNodescastor3d::RenderNodesPassmutable
OwnedBy(Engine &owner)castor::OwnedBy< Engine >inlineexplicitprotected
prepareBackPipeline(PipelineFlags const &pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout)castor3d::RenderNodesPass
prepareFrontPipeline(PipelineFlags const &pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout)castor3d::RenderNodesPass
rename(T name) noexceptcastor::NamedBaseT< T >inline
RenderNodesPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &desc)castor3d::RenderNodesPassprotected
RenderTechniqueNodesPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::RenderTechniqueNodesPassprotected
RenderTechniquePass(RenderTechnique *parent, Scene const &scene, bool outputScattering)castor3d::RenderTechniquePassprotected
setIgnoredNode(SceneNode const &node)castor3d::RenderNodesPass
Typecastor3d::VisibilityPassstatic
update(CpuUpdater &updater) overridecastor3d::RenderTechniqueNodesPassvirtual
VisibilityPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::VisibilityPass
~RenderNodesPass() noexcept overridecastor3d::RenderNodesPass
~RenderTechniquePass() noexcept=defaultcastor3d::RenderTechniquePassvirtual