Nameless Engine
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ne::ShaderLightArray Member List

This is the complete list of members for ne::ShaderLightArray, including all inherited members.

create(Renderer *pRenderer, const std::string &sShaderLightResourceName, const std::function< void(size_t)> &onSizeChanged, const std::optional< std::pair< std::function< void(size_t)>, std::string > > &optionalOnLightsInCameraFrustumCulled)ne::ShaderLightArraystatic
freeSlot(ShaderLightArraySlot *pSlot)ne::ShaderLightArrayprivate
getInternalResources()ne::ShaderLightArray
getShaderResourceName() constne::ShaderLightArray
iElementSizeInBytesne::ShaderLightArrayprivate
LightingShaderResourceManager (defined in ne::ShaderLightArray)ne::ShaderLightArrayfriend
markSlotAsNeedsUpdate(ShaderLightArraySlot *pSlot)ne::ShaderLightArrayprivate
mtxResourcesne::ShaderLightArrayprivate
onLightsInCameraFrustumCulled(size_t iCurrentFrameResourceIndex)ne::ShaderLightArrayprivate
onSizeChangedne::ShaderLightArrayprivate
optionalCallbackOnLightsInCameraFrustumCulledne::ShaderLightArrayprivate
pRendererne::ShaderLightArrayprivate
recreateArray(bool bIsInitialization=false)ne::ShaderLightArrayprivate
Renderer (defined in ne::ShaderLightArray)ne::ShaderLightArrayfriend
reserveNewSlot(Node *pSpawnedOwnerLightNode, size_t iDataSizeInBytes, const std::function< void *()> &startUpdateCallback, const std::function< void()> &finishUpdateCallback)ne::ShaderLightArray
ShaderLightArray()=delete (defined in ne::ShaderLightArray)ne::ShaderLightArray
ShaderLightArray(Renderer *pRenderer, const std::string &sShaderLightResourceName, const std::function< void(size_t)> &onSizeChanged, const std::optional< std::function< void(size_t)> > &optionalCallbackOnLightsInCameraFrustumCulled, const std::string &sIndicesLightsInFrustumShaderResourceName="")ne::ShaderLightArrayprivate
ShaderLightArraySlot (defined in ne::ShaderLightArray)ne::ShaderLightArrayfriend
sShaderLightResourceNamene::ShaderLightArrayprivate
updateBindingsInAllPipelines()ne::ShaderLightArrayprivate
updatePipelineBinding(Pipeline *pPipeline)ne::ShaderLightArrayprivate
updateSlotsMarkedAsNeedsUpdate(size_t iCurrentFrameResourceIndex)ne::ShaderLightArrayprivate
~ShaderLightArray()ne::ShaderLightArray