Castor3D 0.12.0
Multiplatform 3D engine
Public Member Functions | Protected Member Functions | List of all members
castor3d::RunnableLightingPass Class Reference

#include <LightingPass.hpp>

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Public Member Functions

 RunnableLightingPass (LightingPass const &lightingPass, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, Scene const &scene, LightPassResult const &lpResult, ShadowMapResult const &smDirectionalResult, ShadowMapResult const &smPointResult, ShadowMapResult const &smSpotResult)
 
void clear ()
 
void enableLight (Camera const &camera, Light const &light)
 
void disableLight (Camera const &camera, Light const &light)
 
void resetCommandBuffer ()
 
bool hasEnabledLights () const
 

Protected Member Functions

void doInitialise ()
 
void doRecordInto (crg::RecordContext &context, VkCommandBuffer commandBuffer, uint32_t index)
 

Constructor & Destructor Documentation

◆ RunnableLightingPass()

castor3d::RunnableLightingPass::RunnableLightingPass ( LightingPass const &  lightingPass,
crg::FramePass const &  pass,
crg::GraphContext &  context,
crg::RunnableGraph &  graph,
RenderDevice const &  device,
Scene const &  scene,
LightPassResult const &  lpResult,
ShadowMapResult const &  smDirectionalResult,
ShadowMapResult const &  smPointResult,
ShadowMapResult const &  smSpotResult 
)

Member Function Documentation

◆ clear()

void castor3d::RunnableLightingPass::clear ( )

◆ disableLight()

void castor3d::RunnableLightingPass::disableLight ( Camera const &  camera,
Light const &  light 
)

◆ doInitialise()

void castor3d::RunnableLightingPass::doInitialise ( )
protected

◆ doRecordInto()

void castor3d::RunnableLightingPass::doRecordInto ( crg::RecordContext &  context,
VkCommandBuffer  commandBuffer,
uint32_t  index 
)
protected

◆ enableLight()

void castor3d::RunnableLightingPass::enableLight ( Camera const &  camera,
Light const &  light 
)

◆ hasEnabledLights()

bool castor3d::RunnableLightingPass::hasEnabledLights ( ) const

Referenced by castor3d::LightingPass::isEnabled().

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◆ resetCommandBuffer()

void castor3d::RunnableLightingPass::resetCommandBuffer ( )

The documentation for this class was generated from the following file: