Castor3D 0.16.0
Multiplatform 3D engine
castor3d::QueueRenderNodes Member List

This is the complete list of members for castor3d::QueueRenderNodes, including all inherited members.

checkEmpty()castor3d::QueueRenderNodes
clear() noexceptcastor3d::QueueRenderNodes
createNode(Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton)castor3d::QueueRenderNodes
createNode(Pass &pass, BillboardBase &instance)castor3d::QueueRenderNodes
fillConfig(crg::ru::Config &config) constcastor3d::QueueRenderNodes
getBillboardNodes() const noexceptcastor3d::QueueRenderNodesinline
getInstancedSubmeshNodes() const noexceptcastor3d::QueueRenderNodesinline
getMaxPipelineId() constcastor3d::QueueRenderNodes
getNodesIds() const noexceptcastor3d::QueueRenderNodesinline
getOwner() constcastor::OwnedBy< RenderQueue const >inline
getPassPipelineNodes() constcastor3d::QueueRenderNodes
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) constcastor3d::QueueRenderNodes
getPipelineNodesIndex(Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) constcastor3d::QueueRenderNodes
getPipelineNodesIndex(BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) constcastor3d::QueueRenderNodes
getSubmeshNodes() const noexceptcastor3d::QueueRenderNodesinline
getVisibleCounts() const noexceptcastor3d::QueueRenderNodesinline
hasCulledNodes() const noexceptcastor3d::QueueRenderNodesinline
OwnedBy(RenderQueue const &owner)castor::OwnedBy< RenderQueue const >inlineexplicitprotected
PipelineMap typedefcastor3d::QueueRenderNodes
prepareCommandBuffers(ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors, ashes::CommandBuffer const &commandBuffer)castor3d::QueueRenderNodes
QueueRenderNodes(RenderQueue const &queue, RenderDevice const &device, castor::String const &typeName, bool meshShading)castor3d::QueueRenderNodesexplicit
registerPipelineId(uint32_t pipelineId)castor3d::QueueRenderNodes
sortNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer)castor3d::QueueRenderNodes
updateNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer)castor3d::QueueRenderNodes
~QueueRenderNodes() noexceptcastor3d::QueueRenderNodes