_blurAOMapShader | Divide::CascadedShadowMapsGenerator | protected |
_blurBuffer | Divide::CascadedShadowMapsGenerator | protected |
_blurDepthMapShader | Divide::CascadedShadowMapsGenerator | protected |
_blurPipelineAO | Divide::CascadedShadowMapsGenerator | protected |
_blurPipelineCSM | Divide::CascadedShadowMapsGenerator | protected |
_context | Divide::ShadowMapGenerator | protected |
_drawBufferDepth | Divide::CascadedShadowMapsGenerator | protected |
_shaderConstants | Divide::CascadedShadowMapsGenerator | protected |
_type | Divide::ShadowMapGenerator | protected |
applyFrustumSplits(DirectionalLightComponent &light, const Camera &shadowCamera, U8 numSplits) const | Divide::CascadedShadowMapsGenerator | protected |
blurTarget(U16 layerOffset, U16 layerCount, GFX::CommandBuffer &bufferInOut) | Divide::CascadedShadowMapsGenerator | protected |
calculateSplitDepths(DirectionalLightComponent &light, const vec2< F32 > nearFarPlanes) const noexcept | Divide::CascadedShadowMapsGenerator | protected |
CascadedShadowMapsGenerator(GFXDevice &context) | Divide::CascadedShadowMapsGenerator | explicit |
generateWorldAO(const Camera &playerCamera, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::CascadedShadowMapsGenerator | |
render(const Camera &playerCamera, Light &light, U16 lightIndex, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) override | Divide::CascadedShadowMapsGenerator | virtual |
ShadowMapGenerator(GFXDevice &context, ShadowType type) noexcept | Divide::ShadowMapGenerator | explicitprotected |
SplitDepths typedef | Divide::CascadedShadowMapsGenerator | protected |
updateMSAASampleCount(U8 sampleCount) override | Divide::CascadedShadowMapsGenerator | protectedvirtual |
~CascadedShadowMapsGenerator() override | Divide::CascadedShadowMapsGenerator | |
~ShadowMapGenerator()=default | Divide::ShadowMapGenerator | virtual |