![]() |
Castor3D 0.12.0
Multiplatform 3D engine
|
This is the complete list of members for castor3d::OpaquePass, including all inherited members.
| accept(RenderTechniqueVisitor &visitor) override | castor3d::OpaquePass | virtual |
| adjustFlags(PassFlags flags) const | castor3d::RenderNodesPass | |
| adjustFlags(ProgramFlags flags) const | castor3d::RenderNodesPass | |
| adjustFlags(SceneFlags flags) const | castor3d::RenderNodesPass | |
| createBlendState(BlendMode colourBlendMode, BlendMode alphaBlendMode, uint32_t attachesCount) | castor3d::RenderNodesPass | static |
| createPipelineFlags(BlendMode colourBlendMode, BlendMode alphaBlendMode, PassFlags passFlags, RenderPassTypeID renderPassTypeID, PassTypeID passTypeID, uint32_t heightTextureIndex, VkCompareOp alphaFunc, VkCompareOp blendAlphaFunc, TextureFlagsArray const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled) | castor3d::RenderNodesPass | |
| createPipelineFlags(Pass const &pass, TextureFlagsArray const &textures, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, VkPrimitiveTopology topology, bool isFrontCulled) | castor3d::RenderNodesPass | |
| doAddEnvBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAddEnvDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAddGIBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAddGIDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAddShadowBindings(ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAddShadowDescriptor(ashes::WriteDescriptorSetArray &descriptorWrites, ShadowMapLightTypeArray const &shadowMaps, uint32_t &index) const | castor3d::RenderTechniquePass | protected |
| doAdjustPassFlags(PassFlags flags) const | castor3d::RenderNodesPass | protectedvirtual |
| doAreValidPassFlags(PassFlags const &passFlags) const | castor3d::RenderNodesPass | protectedvirtual |
| doGetProgram(PipelineFlags const &flags, VkCullModeFlags cullMode=VK_CULL_MODE_NONE) | castor3d::RenderNodesPass | protected |
| doIsValidPass(Pass const &pass) const | castor3d::RenderNodesPass | protectedvirtual |
| doIsValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | protectedvirtual |
| doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
| doUpdate(SubmeshRenderNodesPtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
| doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
| doUpdate(SubmeshRenderNodePtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
| doUpdate(BillboardRenderNodePtrByPipelineMap &nodes) | castor3d::RenderNodesPass | protected |
| doUpdate(BillboardRenderNodePtrByPipelineMap &nodes, RenderInfo &info) | castor3d::RenderNodesPass | protected |
| doUpdate(RenderQueueArray &queues) | castor3d::RenderNodesPass | protectedvirtual |
| doUpdateNodes(QueueRenderNodes &nodes, castor::Point2f const &jitter, RenderInfo &info) | castor3d::RenderTechniquePass | protected |
| doUpdateUbos(CpuUpdater &updater) override | castor3d::RenderTechniquePass | protectedvirtual |
| filterTexturesFlags(TextureFlagsArray const &textures) const | castor3d::RenderNodesPass | |
| forceTwoSided() const | castor3d::RenderNodesPass | inline |
| getCuller() const | castor3d::RenderNodesPass | inline |
| getCuller() | castor3d::RenderNodesPass | inline |
| getDomainShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
| getGeometryShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
| getHullShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
| getIgnoredNode() const | castor3d::RenderNodesPass | |
| getMatrixUbo() const | castor3d::RenderNodesPass | inline |
| getPipelinesCount() const | castor3d::RenderNodesPass | inline |
| getPixelShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
| getRenderMode() const | castor3d::RenderNodesPass | inline |
| getScene() | castor3d::RenderTechniquePass | inline |
| castor3d::RenderNodesPass::getScene() const | castor3d::RenderNodesPass | |
| getSceneUbo() | castor3d::RenderNodesPass | inline |
| getSceneUbo() const | castor3d::RenderNodesPass | inline |
| getSemaphore() const | castor3d::RenderTechniquePass | inline |
| getShaderFlags() const override | castor3d::OpaquePass | virtual |
| getTexturesMask() const override | castor3d::OpaquePass | virtual |
| getTypeID() const | castor3d::RenderNodesPass | inline |
| getTypeName() const | castor3d::RenderNodesPass | inline |
| getVertexShaderSource(PipelineFlags const &flags) const | castor3d::RenderNodesPass | |
| hasNodes() const | castor3d::RenderNodesPass | |
| initialiseAdditionalDescriptor(RenderPipeline &pipeline, ShadowMapLightTypeArray const &shadowMaps) | castor3d::RenderNodesPass | |
| isDirty() const | castor3d::RenderNodesPass | inline |
| isOrderIndependent() const | castor3d::RenderNodesPass | inline |
| isPassEnabled() const | castor3d::RenderNodesPass | |
| isValidPass(Pass const &pass) const | castor3d::RenderNodesPass | |
| isValidRenderable(RenderedObject const &object) const | castor3d::RenderNodesPass | |
| m_additionalDescriptors | castor3d::RenderNodesPass | protected |
| m_camera | castor3d::RenderTechniquePass | protected |
| m_category | castor3d::RenderNodesPass | protected |
| m_culler | castor3d::RenderNodesPass | protected |
| m_device | castor3d::RenderNodesPass | protected |
| m_environment | castor3d::RenderTechniquePass | protected |
| m_finished | castor3d::RenderTechniquePass | protected |
| m_forceTwoSided | castor3d::RenderNodesPass | protected |
| m_hasVelocity | castor3d::RenderTechniquePass | protected |
| m_index | castor3d::RenderNodesPass | protected |
| m_isDirty | castor3d::RenderNodesPass | protected |
| m_llpvConfigUbo | castor3d::RenderTechniquePass | protected |
| m_llpvResult | castor3d::RenderTechniquePass | protected |
| m_lpvConfigUbo | castor3d::RenderTechniquePass | protected |
| m_lpvResult | castor3d::RenderTechniquePass | protected |
| m_matrixUbo | castor3d::RenderNodesPass | protected |
| m_mode | castor3d::RenderNodesPass | protected |
| m_oit | castor3d::RenderNodesPass | protected |
| m_parent | castor3d::RenderTechniquePass | protected |
| m_renderQueue | castor3d::RenderNodesPass | protected |
| m_renderSystem | castor3d::RenderNodesPass | protected |
| m_safeBand | castor3d::RenderNodesPass | protected |
| m_scene | castor3d::RenderTechniquePass | protected |
| m_sceneUbo | castor3d::RenderNodesPass | protected |
| m_size | castor3d::RenderNodesPass | protected |
| m_ssao | castor3d::RenderTechniquePass | protected |
| m_ssaoConfig | castor3d::RenderTechniquePass | protected |
| m_typeID | castor3d::RenderNodesPass | protected |
| m_typeName | castor3d::RenderNodesPass | protected |
| m_vctConfigUbo | castor3d::RenderTechniquePass | protected |
| m_vctFirstBounce | castor3d::RenderTechniquePass | protected |
| m_vctSecondaryBounce | castor3d::RenderTechniquePass | protected |
| OpaquePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc) | castor3d::OpaquePass | |
| prepareBackPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts) | castor3d::RenderNodesPass | |
| prepareFrontPipeline(PipelineFlags pipelineFlags, ashes::PipelineVertexInputStateCreateInfoCRefArray const &vertexLayouts) | castor3d::RenderNodesPass | |
| RenderNodesPass(crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &desc) | castor3d::RenderNodesPass | protected |
| RenderTechniquePass(RenderTechnique *parent, crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, castor::String const &typeName, castor::String const &category, castor::String const &name, RenderNodesPassDesc const &renderPassDesc, RenderTechniquePassDesc const &techniquePassDesc) | castor3d::RenderTechniquePass | protected |
| setIgnoredNode(SceneNode const &node) | castor3d::RenderNodesPass | |
| Type | castor3d::OpaquePass | static |
| update(GpuUpdater &updater) override | castor3d::RenderTechniquePass | virtual |
| update(CpuUpdater &updater) | castor3d::RenderTechniquePass | virtual |
| update(GpuUpdater &updater) | castor3d::RenderTechniquePass | virtual |
| ~RenderNodesPass() override | castor3d::RenderNodesPass |