Nameless Engine
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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::ShaderLightArray | static |
freeSlot(ShaderLightArraySlot *pSlot) | ne::ShaderLightArray | private |
getInternalResources() | ne::ShaderLightArray | |
getShaderResourceName() const | ne::ShaderLightArray | |
iElementSizeInBytes | ne::ShaderLightArray | private |
LightingShaderResourceManager (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
markSlotAsNeedsUpdate(ShaderLightArraySlot *pSlot) | ne::ShaderLightArray | private |
mtxResources | ne::ShaderLightArray | private |
onLightsInCameraFrustumCulled(size_t iCurrentFrameResourceIndex) | ne::ShaderLightArray | private |
onSizeChanged | ne::ShaderLightArray | private |
optionalCallbackOnLightsInCameraFrustumCulled | ne::ShaderLightArray | private |
pRenderer | ne::ShaderLightArray | private |
recreateArray(bool bIsInitialization=false) | ne::ShaderLightArray | private |
Renderer (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
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::ShaderLightArray | private |
ShaderLightArraySlot (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
sShaderLightResourceName | ne::ShaderLightArray | private |
updateBindingsInAllPipelines() | ne::ShaderLightArray | private |
updatePipelineBinding(Pipeline *pPipeline) | ne::ShaderLightArray | private |
updateSlotsMarkedAsNeedsUpdate(size_t iCurrentFrameResourceIndex) | ne::ShaderLightArray | private |
~ShaderLightArray() | ne::ShaderLightArray |