#include <LightingPass.hpp>
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| | 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) |
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| void | clear () |
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| void | enableLight (Camera const &camera, Light const &light) |
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| void | disableLight (Camera const &camera, Light const &light) |
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| void | resetCommandBuffer () |
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| bool | hasEnabledLights () const |
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◆ RunnableLightingPass()
◆ clear()
| void castor3d::RunnableLightingPass::clear |
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◆ disableLight()
| void castor3d::RunnableLightingPass::disableLight |
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Camera const & |
camera, |
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Light const & |
light |
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) |
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◆ doInitialise()
| void castor3d::RunnableLightingPass::doInitialise |
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◆ doRecordInto()
| void castor3d::RunnableLightingPass::doRecordInto |
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crg::RecordContext & |
context, |
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VkCommandBuffer |
commandBuffer, |
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uint32_t |
index |
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◆ enableLight()
| void castor3d::RunnableLightingPass::enableLight |
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Camera const & |
camera, |
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Light const & |
light |
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◆ hasEnabledLights()
| bool castor3d::RunnableLightingPass::hasEnabledLights |
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const |
◆ resetCommandBuffer()
| void castor3d::RunnableLightingPass::resetCommandBuffer |
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The documentation for this class was generated from the following file: