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|  | Forward3D (uint32 width, uint32 height, uint32 numSlices, uint32 lightsPerCell, float minDistance, float maxDistance, SceneManager *sceneManager) | 
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|  | ~Forward3D () override | 
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| void | collectLights (Camera *camera) override | 
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| void | fillConstBufferData (Viewport *viewport, bool bRequiresTextureFlipping, uint32 renderTargetHeight, IdString shaderSyntax, bool instancedStereo, float *RESTRICT_ALIAS passBufferPtr) const override | 
|  | Fills 'passBufferPtr' with the necessary data for Forward3D rendering. 
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| size_t | getConstBufferSize () const override | 
|  | Returns the amount of bytes that fillConstBufferData is going to fill. 
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| ForwardPlusMethods | getForwardPlusMethod () const override | 
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| uint32 | getHeight () const | 
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| uint32 | getLightsPerCell () const | 
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| float | getMaxDistance () const | 
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| float | getMinDistance () const | 
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| uint32 | getNumSlices () const | 
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| uint32 | getWidth () const | 
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| void | setHlmsPassProperties (Hlms *hlms) override | 
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|  | ForwardPlusBase (SceneManager *sceneManager, bool decalsEnabled, bool cubemapProbesEnabled) | 
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| virtual | ~ForwardPlusBase () | 
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| void | _changeRenderSystem (RenderSystem *newRs) | 
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| void | _releaseManualHardwareResources () | 
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| bool | getDebugMode () const | 
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| bool | getDecalsEnabled () const | 
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| bool | getEnableVpls () const | 
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| bool | getFadeAttenuationRange () const | 
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| bool | getFineLightMaskGranularity () const | 
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| ReadOnlyBufferPacked * | getGlobalLightListBuffer (const Camera *camera) const | 
|  | Cache the return value as internally we perform an O(N) search. 
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| TexBufferPacked * | getGridBuffer (const Camera *camera) const | 
|  | Cache the return value as internally we perform an O(N) search. 
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| bool | isCacheDirty (const Camera *camera) const | 
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| void | setDebugMode (bool debugMode) | 
|  | Turns on visualization of light cell occupancy. 
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| void | setEnableVpls (bool enable) | 
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| void | setFadeAttenuationRange (bool fade) | 
|  | Attenuates the light by the attenuation range, causing smooth endings when at the end of the light range instead of a sudden sharp termination. 
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| void | setFineLightMaskGranularity (bool useFineGranularity) | 
|  | Toggles whether light masks will be obeyed per object & per light by doing: if( movableObject->getLightMask() & light->getLightMask() ) doLighting( movableObject light ); Note this toggle only affects Forward+ lights. 
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