#include <ReflectiveShadowMaps.hpp>
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C3D_API | ReflectiveShadowMaps (crg::ResourceHandler &handler, Scene const &scene, RenderDevice const &device, CameraUbo const &cameraUbo, ShadowBuffer const &shadowBuffer, crg::ImageViewId const &depthObj, crg::ImageViewId const &nmlOcc, ShadowMapResult const &directionalSmResult, ShadowMapResult const &pointSmResult, ShadowMapResult const &spotSmResult, Texture const &result) |
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C3D_API | ~ReflectiveShadowMaps () noexcept |
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C3D_API void | initialise () |
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C3D_API void | cleanup () |
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C3D_API void | registerLight (Light *light) |
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C3D_API void | update (CpuUpdater &updater) |
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C3D_API crg::SemaphoreWaitArray | render (crg::SemaphoreWaitArray const &toWait, ashes::Queue const &queue) |
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C3D_API void | accept (ConfigurationVisitorBase &visitor) |
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| NamedBaseT (T name) noexcept |
| Constructor.
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T const & | getName () const noexcept |
| Retrieves the name.
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void | rename (T name) noexcept |
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◆ ReflectiveShadowMaps()
C3D_API castor3d::ReflectiveShadowMaps::ReflectiveShadowMaps |
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crg::ResourceHandler & | handler, |
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Scene const & | scene, |
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RenderDevice const & | device, |
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CameraUbo const & | cameraUbo, |
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ShadowBuffer const & | shadowBuffer, |
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crg::ImageViewId const & | depthObj, |
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crg::ImageViewId const & | nmlOcc, |
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ShadowMapResult const & | directionalSmResult, |
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ShadowMapResult const & | pointSmResult, |
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ShadowMapResult const & | spotSmResult, |
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Texture const & | result ) |
◆ ~ReflectiveShadowMaps()
C3D_API castor3d::ReflectiveShadowMaps::~ReflectiveShadowMaps |
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◆ accept()
◆ cleanup()
C3D_API void castor3d::ReflectiveShadowMaps::cleanup |
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◆ initialise()
C3D_API void castor3d::ReflectiveShadowMaps::initialise |
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◆ registerLight()
C3D_API void castor3d::ReflectiveShadowMaps::registerLight |
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Light * | light | ) |
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◆ render()
C3D_API crg::SemaphoreWaitArray castor3d::ReflectiveShadowMaps::render |
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crg::SemaphoreWaitArray const & | toWait, |
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ashes::Queue const & | queue ) |
◆ update()
The documentation for this class was generated from the following file: