Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::VoxelizePass, including all inherited members.
accept(RenderTechniqueVisitor &visitor) | castor3d::VoxelizePass | |
addBackgroundBindings(SceneBackground const &background, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::RenderNodesPass | static |
addBackgroundDescriptor(SceneBackground const &background, ashes::WriteDescriptorSetArray &descriptorWrites, crg::ImageViewIdArray const &targetImage, uint32_t &index) | castor3d::RenderNodesPass | static |
addClusteredLightingBindings(FrustumClusters const &frustumClusters, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::RenderNodesPass | static |
addClusteredLightingDescriptor(FrustumClusters const &frustumClusters, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::RenderNodesPass | static |
addGIBindings(SceneFlags flags, IndirectLightingData const &indirectLighting, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::RenderNodesPass | static |
addGIDescriptor(SceneFlags sceneFlags, IndirectLightingData const &indirectLighting, ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &index) | castor3d::RenderNodesPass | static |
addShadowBindings(SceneFlags const &sceneFlags, ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::RenderNodesPass | static |
addShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, VkShaderStageFlags shaderStages, uint32_t &index) | castor3d::RenderNodesPass | static |
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::RenderNodesPass | static |
addShadowDescriptor(RenderSystem const &renderSystem, crg::RunnableGraph &graph, SceneFlags const &sceneFlags, ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const &shadowBuffer, uint32_t &index) | castor3d::RenderNodesPass | static |
adjustFlags(SubmeshComponentCombine const &submeshCombine) const | castor3d::RenderNodesPass | |
adjustFlags(PassComponentCombine const &passCombine) const | castor3d::RenderNodesPass | |
adjustFlags(ProgramFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(SceneFlags flags) const | castor3d::RenderNodesPass | |
adjustFlags(TextureCombine const &textureCombine) const | castor3d::RenderNodesPass | |
allowClusteredLighting(ClustersConfig const &config) const noexcept | castor3d::RenderNodesPass | |
areDebugTargetsEnabled() const noexcept | castor3d::RenderNodesPass | virtual |
areValidPassFlags(PassComponentCombine const &passFlags) const noexcept | castor3d::RenderNodesPass | |
cleanupPipelines() | castor3d::RenderNodesPass | |
countNodes(RenderInfo &info) const noexcept | castor3d::RenderNodesPass | |
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 const *submeshData) const noexcept | 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 noexcept | castor3d::RenderNodesPass | |
doAccept(castor3d::RenderTechniqueVisitor &visitor) | castor3d::RenderNodesPass | protected |
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 |
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 |
doGetProgram(PipelineFlags const &flags) | castor3d::RenderNodesPass | protected |
doIsValidPass(Pass const &pass) const noexcept | castor3d::RenderNodesPass | protectedvirtual |
doIsValidRenderable(RenderedObject const &object) const noexcept | castor3d::RenderNodesPass | protectedvirtual |
doUpdateFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | protected |
doUpdateUbos(CpuUpdater &updater) | castor3d::RenderNodesPass | protectedvirtual |
filtersNonStatic() const noexcept | castor3d::RenderNodesPass | inline |
filtersStatic() const noexcept | castor3d::RenderNodesPass | inline |
forceAdjustFlags(PipelineFlags &flags) const | castor3d::RenderNodesPass | |
forceTwoSided() const noexcept | castor3d::RenderNodesPass | inline |
getBillboardNodes() const | castor3d::RenderNodesPass | |
getComponentsMask() const noexcept | castor3d::RenderNodesPass | inline |
getCuller() const noexcept | castor3d::RenderNodesPass | inline |
getDeferredLightingFilter() const noexcept | castor3d::RenderNodesPass | inline |
getDrawCallsCount() const | castor3d::RenderNodesPass | |
getIgnoredNode() const noexcept | castor3d::RenderNodesPass | |
getInstancedSubmeshNodes() const | castor3d::RenderNodesPass | |
getMatrixUbo() const noexcept | castor3d::RenderNodesPass | inline |
getMaxPipelineId() const | castor3d::RenderNodesPass | |
getName() const noexcept | castor::NamedBaseT< T > | inline |
getOwner() const | castor::OwnedBy< Engine > | inline |
getParallaxOcclusionFilter() const noexcept | castor3d::RenderNodesPass | inline |
getPassPipelineNodes() const | castor3d::RenderNodesPass | |
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const | castor3d::RenderNodesPass | |
getPipelinesCount() const noexcept | castor3d::RenderNodesPass | inline |
getPixelShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) const | castor3d::RenderNodesPass | |
getRenderFilters() const noexcept | castor3d::RenderNodesPass | inline |
getRenderQueue() const noexcept | castor3d::RenderNodesPass | inlineprotected |
getScene() const noexcept | castor3d::RenderNodesPass | |
getShaderFlags() const noexcept override | castor3d::VoxelizePass | virtual |
getSubmeshNodes() const | castor3d::RenderNodesPass | |
getSubmeshShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) const | castor3d::RenderNodesPass | |
getTypeID() const noexcept | castor3d::RenderNodesPass | inline |
getTypeName() const noexcept | castor3d::RenderNodesPass | inline |
getVisibleCounts() const | castor3d::RenderNodesPass | |
handleStatic() const noexcept | castor3d::RenderNodesPass | inline |
hasNodes() const noexcept | castor3d::RenderNodesPass | |
initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::RenderNodesPass | |
isDirty() const noexcept | castor3d::RenderNodesPass | inline |
isMeshShading() const noexcept | castor3d::RenderNodesPass | |
isOrderIndependent() const noexcept | castor3d::RenderNodesPass | inline |
isPassEnabled() const noexcept override | castor3d::VoxelizePass | virtual |
isValidNode(SceneNode const &node) const noexcept | castor3d::RenderNodesPass | |
isValidPass(Pass const &pass) const noexcept | castor3d::RenderNodesPass | |
isValidRenderable(RenderedObject const &object) const noexcept | castor3d::RenderNodesPass | |
m_allowClusteredLighting | castor3d::RenderNodesPass | protected |
m_cameraUbo | castor3d::RenderNodesPass | protected |
m_category | castor3d::RenderNodesPass | protected |
m_componentsMask | castor3d::RenderNodesPass | protected |
m_deferredLightingFilter | castor3d::RenderNodesPass | protected |
m_device | castor3d::RenderNodesPass | protected |
m_filters | castor3d::RenderNodesPass | protected |
m_forceTwoSided | castor3d::RenderNodesPass | protected |
m_handleStatic | castor3d::RenderNodesPass | protected |
m_index | castor3d::RenderNodesPass | protected |
m_isDirty | castor3d::RenderNodesPass | protected |
m_meshShading | castor3d::RenderNodesPass | protected |
m_name | castor::NamedBaseT< T > | protected |
m_oit | castor3d::RenderNodesPass | protected |
m_parallaxOcclusionFilter | castor3d::RenderNodesPass | protected |
m_renderSystem | castor3d::RenderNodesPass | protected |
m_safeBand | castor3d::RenderNodesPass | protected |
m_sceneUbo | castor3d::RenderNodesPass | protected |
m_size | castor3d::RenderNodesPass | protected |
m_targetDepth | castor3d::RenderNodesPass | protected |
m_targetImage | castor3d::RenderNodesPass | protected |
m_typeID | castor3d::RenderNodesPass | protected |
m_typeName | castor3d::RenderNodesPass | protected |
NamedBaseT(T name) noexcept | castor::NamedBaseT< T > | inlineexplicit |
onSortNodes | castor3d::RenderNodesPass | mutable |
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) 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 |
setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
setUpToDate() | castor3d::VoxelizePass | |
Type | castor3d::VoxelizePass | static |
update(CpuUpdater &updater) override | castor3d::VoxelizePass | virtual |
VoxelizePass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, CameraUbo const &cameraUbo, SceneUbo const &sceneUbo, Camera const &camera, SceneCuller &culler, VoxelizerUbo const &voxelizerUbo, ashes::Buffer< Voxel > const &voxels, VctConfig const &voxelConfig, bool isStatic) | castor3d::VoxelizePass | |
~RenderNodesPass() noexcept override | castor3d::RenderNodesPass |