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Castor3D 0.12.0
Multiplatform 3D engine
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#include <QueueRenderNodes.hpp>


Public Member Functions | |
| C3D_API | QueueRenderNodes (RenderQueue const &queue) |
| C3D_API void | sort (ShadowMapLightTypeArray &shadowMaps) |
| C3D_API void | prepareCommandBuffers (ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors) |
| C3D_API SubmeshRenderNode & | createNode (Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton) |
| C3D_API BillboardRenderNode & | createNode (Pass &pass, BillboardBase &instance) |
Public Attributes | |
| SubmeshRenderNodePtrByPipelineMap | submeshNodes |
| SubmeshRenderNodesPtrByPipelineMap | instancedSubmeshNodes |
| BillboardRenderNodePtrByPipelineMap | billboardNodes |
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explicit |
| C3D_API BillboardRenderNode & castor3d::QueueRenderNodes::createNode | ( | Pass & | pass, |
| BillboardBase & | instance | ||
| ) |
| C3D_API SubmeshRenderNode & castor3d::QueueRenderNodes::createNode | ( | Pass & | pass, |
| Submesh & | data, | ||
| Geometry & | instance, | ||
| AnimatedMesh * | mesh, | ||
| AnimatedSkeleton * | skeleton | ||
| ) |
| C3D_API void castor3d::QueueRenderNodes::prepareCommandBuffers | ( | ashes::Optional< VkViewport > const & | viewport, |
| ashes::Optional< VkRect2D > const & | scissors | ||
| ) |
| C3D_API void castor3d::QueueRenderNodes::sort | ( | ShadowMapLightTypeArray & | shadowMaps | ) |
| BillboardRenderNodePtrByPipelineMap castor3d::QueueRenderNodes::billboardNodes |
The billboards render nodes, sorted by shader program.
| SubmeshRenderNodesPtrByPipelineMap castor3d::QueueRenderNodes::instancedSubmeshNodes |
The submesh render nodes, sorted by shader program.
| SubmeshRenderNodePtrByPipelineMap castor3d::QueueRenderNodes::submeshNodes |
The submesh render nodes, sorted by shader program.