Lysa  0.0
Lysa 3D Engine
ShadowMapPass Member List

This is the complete list of members for ShadowMapPass, including all inherited members.

Renderpass(const RendererConfiguration &config, const std::string &name)Renderpass
Renderpass(Renderpass &) = deleteRenderpassdelete
ShadowMapPass(const Light *light, const DeviceMemoryArray &meshInstancesDataArray, size_t maxMeshSurfacePerPipeline)ShadowMapPass
compute(vireo::CommandList &commandList, const std::unordered_map< uint32, std::unique_ptr< GraphicPipelineData >> &pipelinesData) constShadowMapPass
configRenderpassprotected
destroyShaderModules()Renderpassinlinestatic
getCascadeSplitDepth(const uint32 index) constShadowMapPassinline
getLightSpace(const uint32 index) constShadowMapPassinline
getShadowMap(const uint32 index) constShadowMapPassinline
getShadowMapCount() constShadowMapPassinline
getTransparencyColorMap(const uint32 index) constShadowMapPassinline
init(vireo::GraphicPipelineConfiguration &pipelineConfig, vireo::RenderingConfiguration &renderingConfig, const std::shared_ptr< vireo::DescriptorLayout > &descriptorLayout, bool withStencil)Renderpassprotected
init(vireo::GraphicPipelineConfiguration &pipelineConfig, vireo::RenderingConfiguration &renderingConfig, bool withStencil) constRenderpassprotected
initRendering(vireo::CommandList &commandList, const std::shared_ptr< vireo::Image > &image, const std::shared_ptr< vireo::GraphicPipeline > &pipeline, const std::shared_ptr< vireo::DescriptorSet > &sceneDescriptorSet, const std::shared_ptr< vireo::DescriptorSet > &descriptorSet)Renderpassprotected
loadShader(const std::string &shaderName) constRenderpassprotected
nameRenderpassprotected
operator=(Renderpass &) = deleteRenderpassdelete
render(vireo::CommandList &commandList, const SceneFrameData &scene)ShadowMapPass
resize(const vireo::Extent &extent, const std::shared_ptr< vireo::CommandList > &commandList)Renderpassinlinevirtual
setCurrentCamera(const Camera &camera)ShadowMapPassinline
shaderModulesRenderpassstaticprotected
shaderModulesMutexRenderpassstaticprotected
update(uint32 frameIndex) overrideShadowMapPassoverridevirtual
updatePipelines(const std::unordered_map< pipeline_id, std::vector< unique_id >> &pipelineIds)ShadowMapPass
~Renderpass() = defaultRenderpassvirtualdefault