Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::TransparentPass, including all inherited members.
accept(RenderTechniqueVisitor &visitor) override | castor3d::TransparentPass | virtual |
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 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) 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) 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) const noexcept | castor3d::RenderNodesPass | |
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 |
doAdjustProgramFlags(ProgramFlags flags) const override | castor3d::RenderTechniqueNodesPass | protectedvirtual |
doAdjustSceneFlags(SceneFlags flags) const override | castor3d::RenderTechniqueNodesPass | protectedvirtual |
doAdjustSubmeshComponents(SubmeshComponentCombine submeshCombine) const | castor3d::RenderNodesPass | protectedvirtual |
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 | |
getClustersConfig() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
getComponentsMask() const noexcept | castor3d::RenderNodesPass | 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 | 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::RenderTechniqueNodesPass | inline |
castor3d::RenderTechniquePass::getScene() noexcept | castor3d::RenderTechniquePass | inline |
getShaderFlags() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
getSubmeshNodes() const | castor3d::RenderNodesPass | |
getSubmeshShaderSource(PipelineFlags const &flags, ast::ShaderBuilder &builder) const | castor3d::RenderNodesPass | |
getTechnique() const noexcept | castor3d::RenderTechniqueNodesPass | inline |
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 | |
hasSsao() const noexcept override | castor3d::RenderTechniqueNodesPass | inlinevirtual |
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::RenderTechniqueNodesPass | inlinevirtual |
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_camera | castor3d::RenderTechniqueNodesPass | protected |
m_cameraUbo | castor3d::RenderNodesPass | protected |
m_category | castor3d::RenderNodesPass | protected |
m_clustersConfig | castor3d::RenderTechniqueNodesPass | protected |
m_componentsMask | castor3d::RenderNodesPass | protected |
m_deferredLightingFilter | castor3d::RenderNodesPass | protected |
m_device | castor3d::RenderNodesPass | protected |
m_drawCalls | castor3d::RenderTechniquePass | protected |
m_filters | castor3d::RenderNodesPass | protected |
m_forceTwoSided | castor3d::RenderNodesPass | protected |
m_handleStatic | castor3d::RenderNodesPass | protected |
m_index | castor3d::RenderNodesPass | protected |
m_indirectLighting | castor3d::RenderTechniqueNodesPass | protected |
m_isDirty | castor3d::RenderNodesPass | 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::RenderNodesPass | protected |
m_safeBand | castor3d::RenderNodesPass | protected |
m_scene | castor3d::RenderTechniquePass | protected |
m_sceneUbo | castor3d::RenderNodesPass | protected |
m_shaderFlags | castor3d::RenderTechniqueNodesPass | protected |
m_size | castor3d::RenderNodesPass | protected |
m_ssao | castor3d::RenderTechniqueNodesPass | protected |
m_ssaoConfig | castor3d::RenderTechniqueNodesPass | 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 |
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 |
setDepthFormat(VkFormat value) noexcept | castor3d::TransparentPass | inline |
setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
TransparentPass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, Texture const &sceneImage, Texture const &depthObjImage, Texture const &normalsImage, crg::ImageViewIdArray targetImage, crg::ImageViewIdArray targetDepth, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc) | castor3d::TransparentPass | |
Type | castor3d::TransparentPass | static |
update(CpuUpdater &updater) override | castor3d::RenderTechniqueNodesPass | virtual |
~RenderNodesPass() noexcept override | castor3d::RenderNodesPass | |
~RenderTechniquePass() noexcept=default | castor3d::RenderTechniquePass | virtual |