#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 |
( |
| ) |
|
Cleans up the program and its pipeline.
◆ getSemaphore()
| ashes::Semaphore const & castor3d::StencilPass::getSemaphore |
( |
| ) |
const |
|
inline |
◆ initialise()
| void castor3d::StencilPass::initialise |
( |
RenderDevice const & |
device, |
|
|
ashes::PipelineVertexInputStateCreateInfo const & |
vertexLayout, |
|
|
ashes::VertexBufferBase & |
vbo |
|
) |
| |
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, |
|
|
ashes::Semaphore const & |
toWait |
|
) |
| |
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: