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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. More...
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size_t | getConstBufferSize () const override |
| Returns the amount of bytes that fillConstBufferData is going to fill. More...
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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 (size_t tid, 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. More...
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TexBufferPacked * | getGridBuffer (const Camera *camera) const |
| Cache the return value as internally we perform an O(N) search. More...
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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. More...
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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. More...
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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. More...
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