#include <StencilPass.hpp>
◆ StencilPass()
Constructor.
- Parameters
-
[in] | engine | The engine. |
[in] | prefix | The pass name's prefix. |
[in] | depthView | The depth buffer view. |
[in] | matrixUbo | The matrix UBO. |
[in] | modelUbo | The model matrix UBO. |
◆ cleanup()
void castor3d::StencilPass::cleanup |
( |
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Cleans up the program and its pipeline.
◆ getSemaphore()
ashes::Semaphore const & castor3d::StencilPass::getSemaphore |
( |
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const |
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inline |
◆ initialise()
void castor3d::StencilPass::initialise |
( |
RenderDevice const & |
device, |
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ashes::PipelineVertexInputStateCreateInfo const & |
vertexLayout, |
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ashes::VertexBufferBase & |
vbo |
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) |
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Initialises the program and its pipeline.
- Parameters
-
[in] | device | The GPU device. |
[in] | vertexLayout | The vertex buffer layout. |
[in] | vbo | The vertex buffer containing the object to render. |
◆ render()
ashes::Semaphore const & castor3d::StencilPass::render |
( |
QueueData const & |
queueData, |
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ashes::Semaphore const & |
toWait |
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) |
| |
Renders the stencil pass.
- Parameters
-
[in] | queueData | The queue receiving the GPU commands. |
[in] | toWait | The semaphore to wait. |
- Returns
- The semaphores signaled by this render.
The documentation for this class was generated from the following file: