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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::DepthPass, including all inherited members.
| accept(RenderTechniqueVisitor &visitor) override | castor3d::RenderTechniqueNodesPass | virtual |
| addBackgroundBindings(SceneBackground const &background, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addBackgroundDescriptor(SceneBackground const &background, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) | castor3d::NodesPass | static |
| addClusteredLightingBindings(FrustumClusters const &frustumClusters, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addClusteredLightingDescriptor(FrustumClusters const &frustumClusters, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::NodesPass | static |
| addGIBindings(SceneFlags flags, IndirectLightingData const &indirectLighting, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addGIDescriptor(SceneFlags sceneFlags, IndirectLightingData const &indirectLighting, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::NodesPass | static |
| addShadowBindings(SceneFlags const &sceneFlags, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::NodesPass | static |
| addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::NodesPass | static |
| addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, SceneFlags const &sceneFlags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::NodesPass | static |
| adjustFlags(ProgramFlags flags) const | castor3d::RenderNodesPass | |
| adjustFlags(SubmeshComponentCombine const &submeshCombine) const | castor3d::RenderNodesPass | |
| adjustFlags(PassComponentCombine const &passCombine) const | castor3d::RenderNodesPass | |
| adjustFlags(TextureCombine const &textureCombine) const | castor3d::RenderNodesPass | |
| adjustFlags(SceneFlags flags) const | castor3d::RenderNodesPass | |
| allowClusteredLighting(ClustersConfig const &config) const noexcept | castor3d::RenderNodesPass | |
| areDebugTargetsEnabled() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| areValidPassFlags(PassComponentCombine const &passFlags) const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| cleanupPipelines() | castor3d::RenderNodesPass | |
| countNodes(RenderInfo &info) const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::RenderNodesPass | static |
| 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, uint32_t vertexStride) const override | castor3d::RenderTechniqueNodesPass | virtual |
| 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, uint32_t vertexStride) const noexcept | castor3d::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, uint32_t vertexStride) const noexcept | castor3d::RenderNodesPass | |
| DepthPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, crg::ImageViewIdArray targetDepth, SsaoConfig const &ssaoConfig, RenderNodesPassDesc const &renderPassDesc) | castor3d::DepthPass | |
| doAccept(castor3d::RenderTechniqueVisitor &visitor) override | castor3d::RenderTechniqueNodesPass | protectedvirtual |
| doAddBackgroundBindings(Scene const &scene, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAddBackgroundDescriptor(Scene const &scene, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAddClusteredLightingBindings(RenderTarget const &target, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAddClusteredLightingDescriptor(RenderTarget const &target, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAddEnvBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddEnvDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddGIBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddGIDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddPassSpecificsBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddPassSpecificsDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) const | castor3d::RenderTechniqueNodesPass | protected |
| doAddShadowBindings(Scene const &scene, ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAddShadowDescriptor(Scene const &scene, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer, uint32_t &index) const | castor3d::RenderNodesPass | protected |
| doAdjustSubmeshComponents(SubmeshComponentCombine submeshCombine) const override | castor3d::RenderNodesPass | protectedvirtual |
| doAreValidPassFlags(PassComponentCombine const &passFlags) const noexcept override | castor3d::RenderNodesPass | protectedvirtual |
| doGetProgram(PipelineFlags const &flags) | castor3d::RenderNodesPass | protected |
| doIsValidNode(SceneNode const &node) const noexcept override | castor3d::RenderNodesPass | protectedvirtual |
| doIsValidPass(Pass const &pass) const noexcept override | castor3d::RenderNodesPass | protectedvirtual |
| doIsValidRenderable(RenderedObject const &object) const noexcept override | castor3d::RenderNodesPass | protectedvirtual |
| doUpdate(CpuUpdater &updater) override | castor3d::RenderNodesPass | protectedvirtual |
| doUpdateFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | protected |
| doUpdateUbos(CpuUpdater &updater) | castor3d::RenderNodesPass | protectedvirtual |
| filtersNonStatic() const noexcept | castor3d::NodesPass | inline |
| filtersStatic() const noexcept | castor3d::NodesPass | inline |
| forceAdjustFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | |
| forceTwoSided() const noexcept | castor3d::RenderNodesPass | inline |
| getBillboardNodes() const | castor3d::RenderNodesPass | |
| getClustersConfig() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| getComponentsMask() const noexcept | castor3d::NodesPass | inline |
| getCuller() const noexcept | castor3d::RenderNodesPass | inline |
| getDebugConfig() const noexcept | castor3d::RenderTechniqueNodesPass | inline |
| getDeferredLightingFilter() const noexcept | castor3d::RenderNodesPass | inline |
| getDrawCallsCount() const | castor3d::RenderNodesPass | |
| getEngine() const noexcept | castor3d::RenderTechniqueNodesPass | inline |
| getIgnoredNode() const noexcept | castor3d::RenderNodesPass | |
| getIndirectLighting() const noexcept | castor3d::RenderTechniquePass | |
| getInstancedSubmeshNodes() const | castor3d::RenderNodesPass | |
| getMatrixUbo() const noexcept | castor3d::RenderNodesPass | inline |
| getMaxPipelineId() const | castor3d::RenderNodesPass | |
| getName() const noexcept | castor::NamedBaseT< T > | inline |
| getOwner() const noexcept | castor::OwnedBy< Engine > | inline |
| getParallaxOcclusionFilter() const noexcept | castor3d::RenderNodesPass | inline |
| getPassPipelineNodes() const | castor3d::RenderNodesPass | |
| getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer) const | castor3d::RenderNodesPass | |
| getPipelinesCount() const noexcept | castor3d::RenderNodesPass | inline |
| getPixelShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) const | castor3d::RenderNodesPass | |
| getRenderFilters() const noexcept | castor3d::NodesPass | inline |
| getRenderQueue() const noexcept | castor3d::RenderNodesPass | inlineprotected |
| getScene() const noexcept | castor3d::RenderTechniqueNodesPass | inline |
| castor3d::RenderTechniquePass::getScene() noexcept | castor3d::RenderTechniquePass | inline |
| getShaderFlags() const noexcept override | castor3d::DepthPass | virtual |
| getSubmeshNodes() const | castor3d::RenderNodesPass | |
| getSubmeshShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) const | castor3d::RenderNodesPass | |
| getTechnique() const noexcept | castor3d::RenderTechniqueNodesPass | inline |
| getTypeID() const noexcept | castor3d::NodesPass | inline |
| getTypeName() const noexcept | castor3d::NodesPass | inline |
| getVisibleCounts() const | castor3d::RenderNodesPass | |
| handleStatic() const noexcept | castor3d::NodesPass | inline |
| hasNodes() const noexcept | castor3d::RenderNodesPass | |
| hasSsao() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::RenderNodesPass | |
| isDirty() const noexcept | castor3d::NodesPass | inline |
| isMeshShading() const noexcept | castor3d::RenderNodesPass | |
| isOrderIndependent() const noexcept | castor3d::RenderNodesPass | inline |
| isPassEnabled() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
| isValidNode(SceneNode const &node) const noexcept | castor3d::NodesPass | |
| isValidPass(Pass const &pass) const noexcept | castor3d::NodesPass | |
| isValidRenderable(RenderedObject const &object) const noexcept | castor3d::NodesPass | |
| m_allowClusteredLighting | castor3d::RenderNodesPass | protected |
| m_camera | castor3d::RenderTechniqueNodesPass | protected |
| m_cameraUbo | castor3d::NodesPass | protected |
| m_category | castor3d::NodesPass | protected |
| m_clustersConfig | castor3d::RenderTechniqueNodesPass | protected |
| m_componentsMask | castor3d::NodesPass | protected |
| m_deferredLightingFilter | castor3d::RenderNodesPass | protected |
| m_device | castor3d::NodesPass | protected |
| m_drawCalls | castor3d::RenderTechniquePass | protected |
| m_filters | castor3d::NodesPass | protected |
| m_forceTwoSided | castor3d::RenderNodesPass | protected |
| m_handleStatic | castor3d::NodesPass | protected |
| m_index | castor3d::NodesPass | protected |
| m_indirectLighting | castor3d::RenderTechniqueNodesPass | protected |
| m_isDirty | castor3d::NodesPass | protected |
| m_meshShading | castor3d::RenderNodesPass | protected |
| m_name | castor::NamedBaseT< T > | protected |
| m_oit | castor3d::RenderNodesPass | protected |
| m_outputScattering | castor3d::RenderTechniquePass | protected |
| m_parallaxOcclusionFilter | castor3d::RenderNodesPass | protected |
| m_parent | castor3d::RenderTechniquePass | protected |
| m_renderSystem | castor3d::NodesPass | protected |
| m_safeBand | castor3d::NodesPass | protected |
| m_scene | castor3d::RenderTechniquePass | protected |
| m_sceneUbo | castor3d::NodesPass | protected |
| m_shaderFlags | castor3d::RenderTechniqueNodesPass | protected |
| m_size | castor3d::NodesPass | protected |
| m_ssao | castor3d::RenderTechniqueNodesPass | protected |
| m_ssaoConfig | castor3d::RenderTechniqueNodesPass | protected |
| m_targetDepth | castor3d::NodesPass | protected |
| m_targetImage | castor3d::NodesPass | protected |
| m_typeID | castor3d::NodesPass | protected |
| m_typeName | castor3d::NodesPass | protected |
| NamedBaseT(T name) noexcept | castor::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::NodesPass | protected |
| onSortNodes | castor3d::NodesPass | mutable |
| OwnedBy(Engine &owner) noexcept | castor::OwnedBy< Engine > | inlineexplicitprotected |
| prepareBackPipeline(PipelineFlags const &pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *vertexPullingLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout) | castor3d::RenderNodesPass | |
| prepareFrontPipeline(PipelineFlags const &pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts, ashes::DescriptorSetLayout const *vertexPullingLayouts, ashes::DescriptorSetLayout const *meshletDescriptorLayout) | castor3d::RenderNodesPass | |
| rename(T name) noexcept | castor::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::RenderNodesPass | protected |
| 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::RenderTechniqueNodesPass | protected |
| RenderTechniquePass(RenderTechnique *parent, Scene const &scene, bool outputScattering) | castor3d::RenderTechniquePass | protected |
| setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
| setOwner(Engine &owner) noexcept | castor::OwnedBy< Engine > | inline |
| Type | castor3d::DepthPass | static |
| update(CpuUpdater &updater) override | castor3d::RenderTechniqueNodesPass | virtual |
| ~NodesPass() noexcept=default | castor3d::NodesPass | virtual |
| ~RenderNodesPass() noexcept override | castor3d::RenderNodesPass | |
| ~RenderTechniquePass() noexcept=default | castor3d::RenderTechniquePass | virtual |