#include <LightingPass.hpp>
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| LightingPass (crg::FramePassGroup &graph, crg::FramePass const *&previousPass, RenderDevice const &device, ProgressBar *progress, castor::Size const &size, Scene &scene, Texture const &depth, OpaquePassResult const &gpResult, ShadowMapResult const &smDirectionalResult, ShadowMapResult const &smPointResult, ShadowMapResult const &smSpotResult, LightPassResult const &lpResult, SceneUbo const &sceneUbo, GpInfoUbo const &gpInfoUbo) |
| Initialises deferred rendering related stuff. More...
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void | update (CpuUpdater &updater) |
| Updates the render pass, CPU wise. More...
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void | accept (PipelineVisitorBase &visitor) |
| Visitor acceptance function. More...
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bool | isEnabled () const |
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◆ LightingPass()
castor3d::LightingPass::LightingPass |
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crg::FramePassGroup & |
graph, |
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crg::FramePass const *& |
previousPass, |
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RenderDevice const & |
device, |
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ProgressBar * |
progress, |
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castor::Size const & |
size, |
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Scene & |
scene, |
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Texture const & |
depth, |
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OpaquePassResult const & |
gpResult, |
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ShadowMapResult const & |
smDirectionalResult, |
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ShadowMapResult const & |
smPointResult, |
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ShadowMapResult const & |
smSpotResult, |
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LightPassResult const & |
lpResult, |
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SceneUbo const & |
sceneUbo, |
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GpInfoUbo const & |
gpInfoUbo |
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Initialises deferred rendering related stuff.
- Parameters
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[in] | graph | The render graph. |
[in] | previousPass | The previous frame pass. |
[in] | device | The GPU device. |
[in] | progress | The progress bar. |
[in] | size | The render area dimensions. |
[in] | scene | The scene. |
[in] | depth | The depth texture. |
[in] | gpResult | The geometry pass buffers. |
[in] | smDirectionalResult | The directional lights shadow map. |
[in] | smPointResult | The point lights shadow map. |
[in] | smSpotResult | The spot lights shadow map. |
[in] | lpResult | The lighting pass result. |
[in] | sceneUbo | The scene UBO. |
[in] | gpInfoUbo | The GBuffer configuration UBO. |
◆ accept()
Visitor acceptance function.
- Parameters
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◆ isEnabled()
bool castor3d::LightingPass::isEnabled |
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const |
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inline |
◆ update()
void castor3d::LightingPass::update |
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CpuUpdater & |
updater | ) |
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Updates the render pass, CPU wise.
- Parameters
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[in,out] | updater | The update data. |
The documentation for this class was generated from the following file: