Nazara Engine
0.4
A fast, complete, cross-platform API designed for game development
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This is the complete list of members for Nz::ForwardRenderTechnique, including all inherited members.
AbstractRenderTechnique() | Nz::AbstractRenderTechnique | |
AbstractRenderTechnique(const AbstractRenderTechnique &)=delete (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | |
AbstractRenderTechnique(AbstractRenderTechnique &&)=default (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | |
ChooseLights(const Spheref &object, bool includeDirectionalLights=true) const | Nz::ForwardRenderTechnique | protected |
Clear(const SceneData &sceneData) const override | Nz::ForwardRenderTechnique | virtual |
ComputeDirectionalLightScore(const Spheref &object, const AbstractRenderQueue::DirectionalLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
ComputePointLightScore(const Spheref &object, const AbstractRenderQueue::PointLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
ComputeSpotLightScore(const Spheref &object, const AbstractRenderQueue::SpotLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
Draw(const SceneData &sceneData) const override | Nz::ForwardRenderTechnique | virtual |
DrawBasicSprites(const SceneData &sceneData, ForwardRenderQueue::Layer &layer) const | Nz::ForwardRenderTechnique | protected |
DrawBillboards(const SceneData &sceneData, ForwardRenderQueue::Layer &layer) const | Nz::ForwardRenderTechnique | protected |
DrawOpaqueModels(const SceneData &sceneData, ForwardRenderQueue::Layer &layer) const | Nz::ForwardRenderTechnique | protected |
DrawOrderedSprites(const SceneData &sceneData, ForwardRenderQueue::Layer &layer) const (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
DrawTransparentModels(const SceneData &sceneData, ForwardRenderQueue::Layer &layer) const | Nz::ForwardRenderTechnique | protected |
EnableInstancing(bool instancing) | Nz::AbstractRenderTechnique | virtual |
ForwardRenderTechnique() | Nz::ForwardRenderTechnique | |
GetMaxLightPassPerObject() const | Nz::ForwardRenderTechnique | |
GetName() const | Nz::AbstractRenderTechnique | virtual |
GetRenderQueue() override | Nz::ForwardRenderTechnique | virtual |
GetShaderUniforms(const Shader *shader) const | Nz::ForwardRenderTechnique | protected |
GetType() const override | Nz::ForwardRenderTechnique | virtual |
Initialize() | Nz::ForwardRenderTechnique | static |
IsDirectionalLightSuitable(const Spheref &object, const AbstractRenderQueue::DirectionalLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
IsInstancingEnabled() const | Nz::AbstractRenderTechnique | virtual |
IsPointLightSuitable(const Spheref &object, const AbstractRenderQueue::PointLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
IsSpotLightSuitable(const Spheref &object, const AbstractRenderQueue::SpotLight &light) | Nz::ForwardRenderTechnique | inlineprotectedstatic |
m_billboardPointBuffer (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
m_instancingEnabled (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | protected |
m_lights (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | mutableprotected |
m_maxLightPassPerObject (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
m_renderQueue (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | mutableprotected |
m_shaderUniforms (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | mutableprotected |
m_spriteBuffer (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
m_vertexBuffer (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
m_whiteTexture (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protected |
OnShaderInvalidated(const Shader *shader) const | Nz::ForwardRenderTechnique | protected |
operator=(const AbstractRenderTechnique &)=delete (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | |
operator=(AbstractRenderTechnique &&)=default (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | |
s_billboardInstanceDeclaration (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_billboardVertexDeclaration (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_dummyReflection (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_quadIndexBuffer (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_quadVertexBuffer (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_reflectionSampler (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
s_shadowSampler (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique | protectedstatic |
SendLightUniforms(const Shader *shader, const LightUniforms &uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const | Nz::ForwardRenderTechnique | protected |
SetMaxLightPassPerObject(unsigned int maxLightPassPerObject) | Nz::ForwardRenderTechnique | |
Uninitialize() | Nz::ForwardRenderTechnique | static |
~AbstractRenderTechnique() (defined in Nz::AbstractRenderTechnique) | Nz::AbstractRenderTechnique | virtual |
~ForwardRenderTechnique()=default (defined in Nz::ForwardRenderTechnique) | Nz::ForwardRenderTechnique |