#include <ShadowMapResult.hpp>
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| C3D_API | ShadowMapResult (crg::ResourcesCache &resources, RenderDevice const &device, castor::String const &prefix, VkImageCreateFlags createFlags, castor::Size const &size, uint32_t layerCount) |
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| | GBufferT (GBufferT const &rhs)=delete |
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| | GBufferT (GBufferT &&rhs) noexcept=default |
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| | GBufferT (crg::ResourcesCache &resources, RenderDevice const &device, castor::String name, castor::Array< Texture const *, size_t(TextureEnumT::eCount) > const &inputs, VkImageCreateFlags createFlags, castor::Size const &size, uint32_t layerCount=1u, VkSampleCountFlagBits sampleCount=VK_SAMPLE_COUNT_1_BIT) |
| | Initialises 2D or 2D-Array g-buffer related stuff.
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| | GBufferT (crg::ResourcesCache &resources, RenderDevice const &device, castor::String name, castor::Array< Texture const *, size_t(TextureEnumT::eCount) > const &inputs, VkImageCreateFlags createFlags, VkExtent3D const &size, VkSampleCountFlagBits sampleCount=VK_SAMPLE_COUNT_1_BIT) |
| | Initialises 3D g-buffer related stuff.
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| GBufferT & | operator= (GBufferT const &rhs)=delete |
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| GBufferT & | operator= (GBufferT &&rhs) noexcept=default |
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| void | create () const |
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| Texture const & | operator[] (SmTexture texture) const noexcept |
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| auto | cbegin () const noexcept |
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| auto | cend () const noexcept |
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| auto | begin () const noexcept |
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| auto | begin () noexcept |
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| auto | end () const noexcept |
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| auto | end () noexcept |
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| auto | size () noexcept |
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◆ ShadowMapResult()
| C3D_API castor3d::ShadowMapResult::ShadowMapResult |
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crg::ResourcesCache & | resources, |
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RenderDevice const & | device, |
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castor::String const & | prefix, |
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VkImageCreateFlags | createFlags, |
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castor::Size const & | size, |
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uint32_t | layerCount ) |
The documentation for this class was generated from the following file: