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Castor3D 0.17.0
Multiplatform 3D engine
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#include <QueueRenderNodes.hpp>
Public Types | |
using | PipelineMap = castor::UnorderedMap< size_t, PipelineAndID > |
Public Member Functions | |
C3D_API | QueueRenderNodes (RenderQueue const &queue, RenderDevice const &device, castor::String const &typeName, bool meshShading) |
C3D_API | ~QueueRenderNodes () noexcept |
C3D_API void | fillConfig (crg::ru::Config &config) const |
C3D_API void | clear () noexcept |
C3D_API void | checkEmpty () |
C3D_API bool | sortNodes (ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) |
C3D_API bool | updateNodes (ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) |
C3D_API uint32_t | prepareCommandBuffers (ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors, ashes::CommandBuffer const &commandBuffer) |
C3D_API SubmeshRenderNode & | createNode (Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton) |
C3D_API BillboardRenderNode & | createNode (Pass &pass, BillboardBase &instance) |
C3D_API uint32_t | getMaxPipelineId () const |
C3D_API void | registerPipelineId (uint32_t pipelineId) |
C3D_API PipelineBufferArray const & | getPassPipelineNodes () const |
C3D_API uint32_t | getPipelineNodesIndex (PipelineBaseHash const &hash, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer) const |
C3D_API uint32_t | getPipelineNodesIndex (Submesh const &submesh, Pass const &pass, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer, bool isFrontCulled) const |
C3D_API uint32_t | getPipelineNodesIndex (BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer, bool isFrontCulled) const |
auto & | getNodesIds () const noexcept |
auto & | getSubmeshNodes () const noexcept |
auto & | getInstancedSubmeshNodes () const noexcept |
auto & | getBillboardNodes () const noexcept |
bool | hasCulledNodes () const noexcept |
RenderCounts const & | getVisibleCounts () const noexcept |
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RenderQueue const * | getOwner () const noexcept |
void | setOwner (RenderQueue const &owner) noexcept |
Additional Inherited Members | |
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OwnedBy (RenderQueue const &owner) noexcept | |
Constructor. | |
using castor3d::QueueRenderNodes::PipelineMap = castor::UnorderedMap< size_t, PipelineAndID > |
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explicit |
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noexcept |
C3D_API void castor3d::QueueRenderNodes::checkEmpty | ( | ) |
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noexcept |
C3D_API BillboardRenderNode & castor3d::QueueRenderNodes::createNode | ( | Pass & | pass, |
BillboardBase & | instance ) |
C3D_API SubmeshRenderNode & castor3d::QueueRenderNodes::createNode | ( | Pass & | pass, |
Submesh & | data, | ||
Geometry & | instance, | ||
AnimatedMesh * | mesh, | ||
AnimatedSkeleton * | skeleton ) |
C3D_API void castor3d::QueueRenderNodes::fillConfig | ( | crg::ru::Config & | config | ) | const |
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inlinenoexcept |
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inlinenoexcept |
C3D_API uint32_t castor3d::QueueRenderNodes::getMaxPipelineId | ( | ) | const |
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inlinenoexcept |
C3D_API PipelineBufferArray const & castor3d::QueueRenderNodes::getPassPipelineNodes | ( | ) | const |
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex | ( | BillboardBase const & | billboard, |
Pass const & | pass, | ||
ashes::BufferBase const & | posBuffer, | ||
ashes::BufferBase const * | idxBuffer, | ||
bool | isFrontCulled ) const |
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex | ( | PipelineBaseHash const & | hash, |
ashes::BufferBase const & | posBuffer, | ||
ashes::BufferBase const * | idxBuffer ) const |
C3D_API uint32_t castor3d::QueueRenderNodes::getPipelineNodesIndex | ( | Submesh const & | submesh, |
Pass const & | pass, | ||
ashes::BufferBase const & | posBuffer, | ||
ashes::BufferBase const * | idxBuffer, | ||
bool | isFrontCulled ) const |
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inlinenoexcept |
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inlinenoexcept |
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inlinenoexcept |
C3D_API uint32_t castor3d::QueueRenderNodes::prepareCommandBuffers | ( | ashes::Optional< VkViewport > const & | viewport, |
ashes::Optional< VkRect2D > const & | scissors, | ||
ashes::CommandBuffer const & | commandBuffer ) |
C3D_API void castor3d::QueueRenderNodes::registerPipelineId | ( | uint32_t | pipelineId | ) |
C3D_API bool castor3d::QueueRenderNodes::sortNodes | ( | ShadowMapLightTypeArray const & | shadowMaps, |
ShadowBuffer const * | shadowBuffer ) |
C3D_API bool castor3d::QueueRenderNodes::updateNodes | ( | ShadowMapLightTypeArray const & | shadowMaps, |
ShadowBuffer const * | shadowBuffer ) |