Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::PostFX Member List

This is the complete list of members for Divide::PostFX, including all inherited members.

_contextDivide::PlatformContextComponentprotected
_currentFadeTimeMSDivide::PostFXprivate
_drawPipelineDivide::PostFXprivate
_fadeActiveDivide::PostFXprivate
_fadeInCompleteDivide::PostFXprivate
_fadeOutDivide::PostFXprivate
_fadeOutCompleteDivide::PostFXprivate
_fadeWaitDurationMSDivide::PostFXprivate
_filtersDirtyDivide::PostFXprivate
_filterStackDivide::PostFXprivate
_noiseDivide::PostFXprivate
_noiseTimerDivide::PostFXprivate
_overrideFilterStackDivide::PostFXprivate
_postFXTargetDivide::PostFXprivate
_postProcessingShaderDivide::PostFXprivate
_preRenderBatchDivide::PostFXprivate
_randomFlashCoefficientDivide::PostFXprivate
_randomNoiseCoefficientDivide::PostFXprivate
_resolutionCacheDivide::PostFXprivate
_screenBorderDivide::PostFXprivate
_setCameraCmdDivide::PostFXprivate
_targetFadeTimeMSDivide::PostFXprivate
_tickIntervalDivide::PostFXprivate
_underwaterTextureDivide::PostFXprivate
_uniformDataDivide::PostFXprivate
apply(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut)Divide::PostFX
context() noexceptDivide::PlatformContextComponentinline
context() const noexceptDivide::PlatformContextComponentinline
FilterName(FilterType filter) noexceptDivide::PostFXstatic
FXDisplayFunction enum nameDivide::PostFXprivate
FXRoutines enum nameDivide::PostFXprivate
getFilterBatch() noexceptDivide::PostFXinline
getFilterState(const FilterType filter) const noexceptDivide::PostFXinline
idle(const Configuration &config, U64 deltaTimeUSGame)Divide::PostFX
NonCopyable(const NonCopyable &)=deleteDivide::NonCopyable
NonCopyable(NonCopyable &&)=defaultDivide::NonCopyable
NonCopyable()=defaultDivide::NonCopyableprotected
operator=(const NonCopyable &)=deleteDivide::NonCopyable
operator=(NonCopyable &&)=defaultDivide::NonCopyable
PlatformContextComponent(PlatformContext &context) noexceptDivide::PlatformContextComponentinline
popFilter(const FilterType filter, const bool overrideScene=false)Divide::PostFXinline
PostFX(PlatformContext &context)Divide::PostFXexplicit
prePass(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut)Divide::PostFX
PROPERTY_RW(bool, isDayTime, true)Divide::PostFX
pushFilter(const FilterType filter, const bool overrideScene=false)Divide::PostFXinline
setFadeIn(D64 durationMS, DELEGATE< void > onComplete=DELEGATE< void >())Divide::PostFX
setFadeOut(const UColour3 &targetColour, D64 durationMS, D64 waitDurationMS, DELEGATE< void > onComplete=DELEGATE< void >())Divide::PostFX
setFadeOutIn(const UColour3 &targetColour, D64 durationFadeOutMS, D64 waitDurationMS)Divide::PostFX
setFadeOutIn(const UColour3 &targetColour, D64 durationFadeOutMS, D64 durationFadeInMS, D64 waitDurationMS)Divide::PostFX
update(U64 deltaTimeUSFixed, U64 deltaTimeUSApp)Divide::PostFX
updateResolution(U16 newWidth, U16 newHeight)Divide::PostFX
~NonCopyable()=defaultDivide::NonCopyableprotected
~PlatformContextComponent()=defaultDivide::PlatformContextComponentvirtual
~PostFX() overrideDivide::PostFX