Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::VisibilityResolvePass, including all inherited members.
accept(RenderTechniqueVisitor &visitor) override | castor3d::VisibilityResolvePass | virtual |
areDebugTargetsEnabled() const noexcept | castor3d::RenderTechniquePass | |
areValidPassFlags(PassComponentCombine const &passFlags) const noexcept override | castor3d::VisibilityResolvePass | virtual |
countNodes(RenderInfo &info) const noexcept override | castor3d::VisibilityResolvePass | virtual |
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 override | castor3d::VisibilityResolvePass | virtual |
getClustersConfig() const noexcept override | castor3d::VisibilityResolvePass | inlinevirtual |
getComponentsMask() noexcept | castor3d::VisibilityResolvePass | static |
getDebugConfig() const noexcept | castor3d::RenderTechniquePass | |
getDeferredLightingFilter() const noexcept | castor3d::VisibilityResolvePass | inline |
getEngine() const noexcept | castor3d::RenderTechniquePass | |
getIndirectLighting() const noexcept | castor3d::RenderTechniquePass | |
getName() const noexcept | castor::NamedBaseT< T > | inline |
getParallaxOcclusionFilter() const noexcept | castor3d::VisibilityResolvePass | inline |
getScene() noexcept | castor3d::RenderTechniquePass | inline |
getScene() const noexcept | castor3d::RenderTechniquePass | inline |
getShaderFlags() const noexcept override | castor3d::VisibilityResolvePass | virtual |
getTechnique() const noexcept | castor3d::RenderTechniquePass | inline |
hasSsao() const noexcept override | castor3d::VisibilityResolvePass | inlinevirtual |
isPassEnabled() const noexcept override | castor3d::VisibilityResolvePass | virtual |
m_drawCalls | castor3d::RenderTechniquePass | protected |
m_name | castor::NamedBaseT< T > | protected |
m_outputScattering | castor3d::RenderTechniquePass | protected |
m_parent | castor3d::RenderTechniquePass | protected |
m_scene | castor3d::RenderTechniquePass | protected |
NamedBaseT(T name) noexcept | castor::NamedBaseT< T > | inlineexplicit |
rename(T name) noexcept | castor::NamedBaseT< T > | inline |
RenderTechniquePass(RenderTechnique *parent, Scene const &scene, bool outputScattering) | castor3d::RenderTechniquePass | protected |
update(CpuUpdater &updater) override | castor3d::VisibilityResolvePass | virtual |
useCompute() noexcept | castor3d::VisibilityResolvePass | static |
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=default | castor3d::RenderTechniquePass | virtual |