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Castor3D 0.12.0
Multiplatform 3D engine
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Lighting propagation volumes generation pass. More...
#include <LayeredLightPropagationVolumes.hpp>
Public Member Functions | |
LayeredLightPropagationVolumesT (crg::ResourceHandler &handler, Scene const &scene, LightType lightType, RenderDevice const &device, ShadowMapResult const &smResult, LightVolumePassResultArray const &lpvResult, LayeredLpvGridConfigUbo &lpvGridConfigUbo) | |
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C3D_API void | initialise () |
C3D_API void | cleanup () |
C3D_API void | registerLight (Light *light) |
C3D_API void | update (CpuUpdater &updater) |
C3D_API crg::SemaphoreWaitArray | render (crg::SemaphoreWaitArray const &toWait, ashes::Queue const &queue) |
C3D_API void | accept (PipelineVisitorBase &visitor) |
Static Public Member Functions | |
static uint32_t | countInitialisationSteps () |
Additional Inherited Members | |
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static constexpr uint32_t | MaxPropagationSteps = 8u |
static constexpr uint32_t | CascadeCount = shader::LpvMaxCascadesCount |
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C3D_API | LayeredLightPropagationVolumesBase (crg::ResourceHandler &handler, Scene const &scene, LightType lightType, RenderDevice const &device, ShadowMapResult const &smResult, LightVolumePassResultArray const &lpvResult, LayeredLpvGridConfigUbo &lpvGridConfigUbo, bool geometryVolumes) |
Lighting propagation volumes generation pass.
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inline |
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inlinestatic |