#include <SceneRenderNodes.hpp>
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C3D_API | SceneRenderNodes (Scene &scene) |
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C3D_API | ~SceneRenderNodes () noexcept |
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C3D_API void | registerCuller (SceneCuller &culler) |
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C3D_API void | unregisterCuller (SceneCuller &culler) noexcept |
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C3D_API void | clear () noexcept |
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C3D_API SubmeshRenderNode & | createNode (Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton) |
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C3D_API BillboardRenderNode & | createNode (Pass &pass, BillboardBase &instance) |
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C3D_API SubmeshRenderNode const * | getSubmeshNode (uint32_t nodeId) |
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C3D_API BillboardRenderNode const * | getBillboardNode (uint32_t nodeId) |
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C3D_API void | reportPassChange (Pass const &pass, PassComponentCombineID oldComponents, PassComponentCombineID newComponents) |
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C3D_API void | reportPassChange (Submesh &data, Geometry &instance, Material const &oldMaterial, Material const &newMaterial) |
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C3D_API void | reportPassChange (BillboardBase &billboard, Material const &oldMaterial, Material const &newMaterial) |
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C3D_API void | update (CpuUpdater &updater) |
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C3D_API void | update (GpuUpdater &updater) |
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C3D_API bool | hasNodes (LightingModelID lightingModelId) const |
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C3D_API crg::FramePass const & | createVertexTransformPass (crg::FramePassGroup &graph) |
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bool | hasNodes () const noexcept |
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ashes::Buffer< ModelBufferConfiguration > const & | getModelBuffer () const noexcept |
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ashes::Buffer< BillboardUboConfiguration > const & | getBillboardsBuffer () const noexcept |
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NodesPtrMapT< SubmeshRenderNode > const & | getSubmeshNodes () const noexcept |
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NodesPtrMapT< BillboardRenderNode > const & | getBillboardNodes () const noexcept |
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Scene * | getOwner () const |
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| OwnedBy (Scene &owner) |
| Constructor.
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◆ NodeDataArray
◆ NodesPtrMapT
template<typename NodeT >
◆ SceneRenderNodes()
C3D_API castor3d::SceneRenderNodes::SceneRenderNodes |
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Scene & | scene | ) |
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explicit |
◆ ~SceneRenderNodes()
C3D_API castor3d::SceneRenderNodes::~SceneRenderNodes |
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noexcept |
◆ clear()
C3D_API void castor3d::SceneRenderNodes::clear |
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noexcept |
◆ createNode() [1/2]
◆ createNode() [2/2]
◆ createVertexTransformPass()
C3D_API crg::FramePass const & castor3d::SceneRenderNodes::createVertexTransformPass |
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crg::FramePassGroup & | graph | ) |
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◆ getBillboardNode()
◆ getBillboardNodes()
◆ getBillboardsBuffer()
◆ getModelBuffer()
◆ getSubmeshNode()
◆ getSubmeshNodes()
◆ hasNodes() [1/2]
bool castor3d::SceneRenderNodes::hasNodes |
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const |
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inlinenoexcept |
◆ hasNodes() [2/2]
◆ registerCuller()
◆ reportPassChange() [1/3]
◆ reportPassChange() [2/3]
◆ reportPassChange() [3/3]
◆ unregisterCuller()
◆ update() [1/2]
◆ update() [2/2]
The documentation for this struct was generated from the following file: