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| | ForwardClustered (uint32 width, uint32 height, uint32 numSlices, uint32 lightsPerCell, uint32 decalsPerCell, uint32 cubemapProbesPerCell, float minDistance, float maxDistance, SceneManager *sceneManager) |
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| | ~ForwardClustered () override |
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| void | collectLights (Camera *camera) override |
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| void | execute (size_t threadId, size_t numThreads) override |
| | Overload this function to perform whatever you want.
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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 ForwardClustered 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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| bool | getDebugFrustum () const |
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| uint32 | getDecalsPerCell () const |
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| ForwardPlusMethods | getForwardPlusMethod () const override |
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| bool | getFreezeDebugFrustum () const |
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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 | setDebugFrustum (bool bEnableDebugFrustumWireAabb) |
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| void | setFreezeDebugFrustum (bool freezeDebugFrustum) |
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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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Implementation of Clustered Forward Shading.