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

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

accept(RenderTechniqueVisitor &visitor) overridecastor3d::VisibilityResolvePassvirtual
areDebugTargetsEnabled() const noexceptcastor3d::RenderTechniquePass
areValidPassFlags(PassComponentCombine const &passFlags) const noexcept overridecastor3d::VisibilityResolvePassvirtual
countNodes(RenderInfo &info) const noexcept overridecastor3d::VisibilityResolvePassvirtual
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::VisibilityResolvePassvirtual
getClustersConfig() const noexcept overridecastor3d::VisibilityResolvePassinlinevirtual
getComponentsMask() noexceptcastor3d::VisibilityResolvePassstatic
getDebugConfig() const noexceptcastor3d::RenderTechniquePass
getDeferredLightingFilter() const noexceptcastor3d::VisibilityResolvePassinline
getEngine() const noexceptcastor3d::RenderTechniquePass
getIndirectLighting() const noexceptcastor3d::RenderTechniquePass
getName() const noexceptcastor::NamedBaseT< T >inline
getParallaxOcclusionFilter() const noexceptcastor3d::VisibilityResolvePassinline
getScene() noexceptcastor3d::RenderTechniquePassinline
getScene() const noexceptcastor3d::RenderTechniquePassinline
getShaderFlags() const noexcept overridecastor3d::VisibilityResolvePassvirtual
getTechnique() const noexceptcastor3d::RenderTechniquePassinline
hasSsao() const noexcept overridecastor3d::VisibilityResolvePassinlinevirtual
isPassEnabled() const noexcept overridecastor3d::VisibilityResolvePassvirtual
m_drawCallscastor3d::RenderTechniquePassprotected
m_namecastor::NamedBaseT< T >protected
m_outputScatteringcastor3d::RenderTechniquePassprotected
m_parentcastor3d::RenderTechniquePassprotected
m_scenecastor3d::RenderTechniquePassprotected
NamedBaseT(T name) noexceptcastor::NamedBaseT< T >inlineexplicit
rename(T name) noexceptcastor::NamedBaseT< T >inline
RenderTechniquePass(RenderTechnique *parent, Scene const &scene, bool outputScattering)castor3d::RenderTechniquePassprotected
update(CpuUpdater &updater) overridecastor3d::VisibilityResolvePassvirtual
useCompute() noexceptcastor3d::VisibilityResolvePassstatic
VisibilityResolvePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &category, castor::String const &name, RenderNodesPass const &nodesPass, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc)castor3d::VisibilityResolvePass
~RenderTechniquePass() noexcept=defaultcastor3d::RenderTechniquePassvirtual