Castor3D  ..
Classes | Espaces de nommage | Définitions de type | Énumérations | Fonctions | Variables
Référence du fichier Castor3DPrerequisites_Shader.hpp
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Classes

class  castor3d::TUniform< Type >
 Représentation d'une variable de shader à type variable. Plus de détails...
 
class  castor3d::TPushUniform< Type >
 Représentation d'une variable de shader à type variable. Plus de détails...
 
struct  glsl::TypeTraits< castor3d::shader::Light >
 
struct  glsl::TypeTraits< castor3d::shader::DirectionalLight >
 
struct  glsl::TypeTraits< castor3d::shader::PointLight >
 
struct  glsl::TypeTraits< castor3d::shader::SpotLight >
 
struct  glsl::TypeTraits< castor3d::shader::BaseMaterial >
 
struct  glsl::TypeTraits< castor3d::shader::LegacyMaterial >
 
struct  glsl::TypeTraits< castor3d::shader::MetallicRoughnessMaterial >
 
struct  glsl::TypeTraits< castor3d::shader::SpecularGlossinessMaterial >
 

Espaces de nommage

 castor3d
 
 castor3d::shader
 
 castor3d::shader::legacy
 
 castor3d::shader::pbr
 
 castor3d::shader::pbr::mr
 
 castor3d::shader::pbr::sg
 
 glsl
 

Définitions de type

using castor3d::shader::ParallaxFunction = glsl::Function< glsl::Vec2, glsl::InParam< glsl::Vec2 >, glsl::InParam< glsl::Vec3 > >
 
using castor3d::shader::ParallaxShadowFunction = glsl::Function< glsl::Float, glsl::InParam< glsl::Vec3 >, glsl::InParam< glsl::Vec2 >, glsl::InParam< glsl::Float > >
 

Énumérations

enum  castor3d::shader::TypeName {
  castor3d::shader::TypeName::eLight = int( glsl::TypeName::eCount ), castor3d::shader::TypeName::eDirectionalLight, castor3d::shader::TypeName::ePointLight, castor3d::shader::TypeName::eSpotLight,
  castor3d::shader::TypeName::eMaterial, castor3d::shader::TypeName::eLegacyMaterial, castor3d::shader::TypeName::eMetallicRoughnessMaterial, castor3d::shader::TypeName::eSpecularGlossinessMaterial
}
 

Fonctions

C3D_API void castor3d::shader::legacy::computePreLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &p_normal, glsl::Float &p_shininess, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, PassFlags const &passFlags)
 
C3D_API void castor3d::shader::legacy::computePostLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &p_diffuse, glsl::Vec3 &p_specular, glsl::Vec3 &p_emissive, glsl::Float const &p_gamma, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags)
 
C3D_API std::shared_ptr< PhongLightingModel > castor3d::shader::legacy::createLightingModel (glsl::GlslWriter &writer, ShadowType shadows, uint32_t &index)
 
C3D_API std::shared_ptr< PhongLightingModel > castor3d::shader::legacy::createLightingModel (glsl::GlslWriter &writer, LightType light, ShadowType shadows, uint32_t &index)
 
C3D_API void castor3d::shader::pbr::mr::computePreLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &p_normal, glsl::Float &p_metallic, glsl::Float &p_roughness, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, PassFlags const &passFlags)
 
C3D_API void castor3d::shader::pbr::mr::computePostLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &p_albedo, glsl::Vec3 &p_emissive, glsl::Float const &p_gamma, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags)
 
C3D_API std::shared_ptr< MetallicBrdfLightingModel > castor3d::shader::pbr::mr::createLightingModel (glsl::GlslWriter &writer, ShadowType shadows, uint32_t &index)
 
C3D_API std::shared_ptr< MetallicBrdfLightingModel > castor3d::shader::pbr::mr::createLightingModel (glsl::GlslWriter &writer, LightType light, ShadowType shadows, uint32_t &index)
 
C3D_API void castor3d::shader::pbr::sg::computePreLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &normal, glsl::Vec3 &specular, glsl::Float &glossiness, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags, PassFlags const &passFlags)
 
C3D_API void castor3d::shader::pbr::sg::computePostLightingMapContributions (glsl::GlslWriter &writer, glsl::Vec3 &diffuse, glsl::Vec3 &emissive, glsl::Float const &gamma, TextureChannels const &textureFlags, ProgramFlags const &programFlags, SceneFlags const &sceneFlags)
 
C3D_API std::shared_ptr< SpecularBrdfLightingModel > castor3d::shader::pbr::sg::createLightingModel (glsl::GlslWriter &writer, ShadowType shadows, uint32_t &index)
 
C3D_API std::shared_ptr< SpecularBrdfLightingModel > castor3d::shader::pbr::sg::createLightingModel (glsl::GlslWriter &writer, LightType light, ShadowType shadows, uint32_t &index)
 
C3D_API std::unique_ptr< Materials > castor3d::shader::createMaterials (glsl::GlslWriter &writer, PassFlags const &passFlags)
 Crée le tampon de matériaux GLSL approprié. Plus de détails...
 
C3D_API void castor3d::shader::applyAlphaFunc (glsl::GlslWriter &writer, ComparisonFunc alphaFunc, glsl::Float const &alpha, glsl::Float const &alphaRef)
 Ecrit la fonction d'opacité en GLSL. Plus de détails...
 
C3D_API ParallaxFunction castor3d::shader::declareParallaxMappingFunc (glsl::GlslWriter &writer, TextureChannels const &textureFlags, ProgramFlags const &programFlags)
 
C3D_API ParallaxShadowFunction castor3d::shader::declareParallaxShadowFunc (glsl::GlslWriter &writer, TextureChannels const &textureFlags, ProgramFlags const &programFlags)
 
 castor3d::shader::DECLARE_GLSL_PARAMETER (Light)
 

Variables

static uint32_t constexpr castor3d::PassBufferIndex = 0u
 
static uint32_t constexpr castor3d::LightBufferIndex = 1u
 
static uint32_t constexpr castor3d::MinTextureIndex = 2u
 
static constexpr uint32_t castor3d::shader::SpotShadowMapCount = 10u
 
static constexpr uint32_t castor3d::shader::PointShadowMapCount = 6u
 
static constexpr int castor3d::shader::BaseLightComponentsCount = 2
 
static constexpr int castor3d::shader::MaxLightComponentsCount = 14
 
static constexpr float castor3d::shader::LightComponentsOffset = MaxLightComponentsCount * 0.001f
 

Shader

enum  castor3d::ShaderModel : uint8_t {
  castor3d::ShaderModel::eModel1, castor3d::ShaderModel::eModel2, castor3d::ShaderModel::eModel3, castor3d::ShaderModel::eModel4,
  castor3d::ShaderModel::eModel5
}
 Enumération des modèles de shader existants. Plus de détails...
 
enum  castor3d::ShaderStatus : uint8_t { castor3d::ShaderStatus::edontExist, castor3d::ShaderStatus::eNotCompiled, castor3d::ShaderStatus::eError, castor3d::ShaderStatus::eCompiled }
 Enumération des statuts de shader. Plus de détails...
 
enum  castor3d::ProgramStatus : uint8_t { castor3d::ProgramStatus::eNotLinked, castor3d::ProgramStatus::eError, castor3d::ProgramStatus::eLinked }
 Enumération des statuts de programme. Plus de détails...
 
enum  castor3d::ShaderType : int8_t {
  castor3d::ShaderType::eNone = -1, castor3d::ShaderType::eVertex, castor3d::ShaderType::eHull, castor3d::ShaderType::eDomain,
  castor3d::ShaderType::eGeometry, castor3d::ShaderType::ePixel, castor3d::ShaderType::eCompute
}
 Enumération des types de shader object. Plus de détails...
 
enum  castor3d::ShaderTypeFlag : uint8_t {
  castor3d::ShaderTypeFlag::eVertex = uint8_t( 0x1 ) << int( ShaderType::eVertex ), castor3d::ShaderTypeFlag::eHull = uint8_t( 0x1 ) << int( ShaderType::eHull ), castor3d::ShaderTypeFlag::eDomain = uint8_t( 0x1 ) << int( ShaderType::eDomain ), castor3d::ShaderTypeFlag::eGeometry = uint8_t( 0x1 ) << int( ShaderType::eGeometry ),
  castor3d::ShaderTypeFlag::ePixel = uint8_t( 0x1 ) << int( ShaderType::ePixel ), castor3d::ShaderTypeFlag::eCompute = uint8_t( 0x1 ) << int( ShaderType::eCompute )
}
 Masques pour les types de shader object. Plus de détails...
 
enum  castor3d::ProgramFlag : uint16_t {
  castor3d::ProgramFlag::eInstantiation = 0x0001, castor3d::ProgramFlag::eSkinning = 0x0002, castor3d::ProgramFlag::eBillboards = 0x0004, castor3d::ProgramFlag::eMorphing = 0x0008,
  castor3d::ProgramFlag::ePicking = 0x0010, castor3d::ProgramFlag::eLighting = 0x0020, castor3d::ProgramFlag::eSpherical = 0x0040, castor3d::ProgramFlag::eFixedSize = 0x0080,
  castor3d::ProgramFlag::eShadowMapDirectional = 0x0100, castor3d::ProgramFlag::eShadowMapSpot = 0x0200, castor3d::ProgramFlag::eShadowMapPoint = 0x0400, castor3d::ProgramFlag::eEnvironmentMapping = 0x0800,
  castor3d::ProgramFlag::eDepthPass = 0x1000
}
 Indicateurs à utiliser lors de la recherche de programme généré automatiquement. Plus de détails...
 
enum  castor3d::VariableType : uint8_t {
  castor3d::VariableType::eOne, castor3d::VariableType::eVec1, castor3d::VariableType::eVec2, castor3d::VariableType::eVec3,
  castor3d::VariableType::eVec4, castor3d::VariableType::eMat1, castor3d::VariableType::eMat2x2, castor3d::VariableType::eMat2x3,
  castor3d::VariableType::eMat2x4, castor3d::VariableType::eMat3x2, castor3d::VariableType::eMat3x3, castor3d::VariableType::eMat3x4,
  castor3d::VariableType::eMat4x2, castor3d::VariableType::eMat4x3, castor3d::VariableType::eMat4x4
}
 Enumération des dimensions de variable supportées. Plus de détails...
 
enum  castor3d::UniformType : uint8_t {
  castor3d::UniformType::eBool, castor3d::UniformType::eInt, castor3d::UniformType::eUInt, castor3d::UniformType::eFloat,
  castor3d::UniformType::eDouble, castor3d::UniformType::eSampler, castor3d::UniformType::eVec2b, castor3d::UniformType::eVec3b,
  castor3d::UniformType::eVec4b, castor3d::UniformType::eVec2i, castor3d::UniformType::eVec3i, castor3d::UniformType::eVec4i,
  castor3d::UniformType::eVec2ui, castor3d::UniformType::eVec3ui, castor3d::UniformType::eVec4ui, castor3d::UniformType::eVec2f,
  castor3d::UniformType::eVec3f, castor3d::UniformType::eVec4f, castor3d::UniformType::eVec2d, castor3d::UniformType::eVec3d,
  castor3d::UniformType::eVec4d, castor3d::UniformType::eMat2x2b, castor3d::UniformType::eMat2x3b, castor3d::UniformType::eMat2x4b,
  castor3d::UniformType::eMat3x2b, castor3d::UniformType::eMat3x3b, castor3d::UniformType::eMat3x4b, castor3d::UniformType::eMat4x2b,
  castor3d::UniformType::eMat4x3b, castor3d::UniformType::eMat4x4b, castor3d::UniformType::eMat2x2i, castor3d::UniformType::eMat2x3i,
  castor3d::UniformType::eMat2x4i, castor3d::UniformType::eMat3x2i, castor3d::UniformType::eMat3x3i, castor3d::UniformType::eMat3x4i,
  castor3d::UniformType::eMat4x2i, castor3d::UniformType::eMat4x3i, castor3d::UniformType::eMat4x4i, castor3d::UniformType::eMat2x2ui,
  castor3d::UniformType::eMat2x3ui, castor3d::UniformType::eMat2x4ui, castor3d::UniformType::eMat3x2ui, castor3d::UniformType::eMat3x3ui,
  castor3d::UniformType::eMat3x4ui, castor3d::UniformType::eMat4x2ui, castor3d::UniformType::eMat4x3ui, castor3d::UniformType::eMat4x4ui,
  castor3d::UniformType::eMat2x2f, castor3d::UniformType::eMat2x3f, castor3d::UniformType::eMat2x4f, castor3d::UniformType::eMat3x2f,
  castor3d::UniformType::eMat3x3f, castor3d::UniformType::eMat3x4f, castor3d::UniformType::eMat4x2f, castor3d::UniformType::eMat4x3f,
  castor3d::UniformType::eMat4x4f, castor3d::UniformType::eMat2x2d, castor3d::UniformType::eMat2x3d, castor3d::UniformType::eMat2x4d,
  castor3d::UniformType::eMat3x2d, castor3d::UniformType::eMat3x3d, castor3d::UniformType::eMat3x4d, castor3d::UniformType::eMat4x2d,
  castor3d::UniformType::eMat4x3d, castor3d::UniformType::eMat4x4d, castor3d::UniformType::eReal = eFloat, castor3d::UniformType::eVec2r = eVec2f,
  castor3d::UniformType::eVec3r = eVec3f, castor3d::UniformType::eVec4r = eVec4f, castor3d::UniformType::eMat2x2r = eMat2x2f, castor3d::UniformType::eMat2x3r = eMat2x3f,
  castor3d::UniformType::eMat2x4r = eMat2x4f, castor3d::UniformType::eMat3x2r = eMat3x2f, castor3d::UniformType::eMat3x3r = eMat3x3f, castor3d::UniformType::eMat3x4r = eMat3x4f,
  castor3d::UniformType::eMat4x2r = eMat4x2f, castor3d::UniformType::eMat4x3r = eMat4x3f, castor3d::UniformType::eMat4x4r = eMat4x4f
}
 Enumération des types complets de variable supportées. Plus de détails...
 
using castor3d::Uniform1b = TUniform< UniformType::eBool >
 
using castor3d::Uniform1i = TUniform< UniformType::eInt >
 
using castor3d::Uniform1s = TUniform< UniformType::eSampler >
 
using castor3d::Uniform1ui = TUniform< UniformType::eUInt >
 
using castor3d::Uniform1f = TUniform< UniformType::eFloat >
 
using castor3d::Uniform1d = TUniform< UniformType::eDouble >
 
using castor3d::Uniform1r = TUniform< UniformType::eReal >
 
using castor3d::Uniform2b = TUniform< UniformType::eVec2b >
 
using castor3d::Uniform3b = TUniform< UniformType::eVec3b >
 
using castor3d::Uniform4b = TUniform< UniformType::eVec4b >
 
using castor3d::Uniform2i = TUniform< UniformType::eVec2i >
 
using castor3d::Uniform3i = TUniform< UniformType::eVec3i >
 
using castor3d::Uniform4i = TUniform< UniformType::eVec4i >
 
using castor3d::Uniform2ui = TUniform< UniformType::eVec2ui >
 
using castor3d::Uniform3ui = TUniform< UniformType::eVec3ui >
 
using castor3d::Uniform4ui = TUniform< UniformType::eVec4ui >
 
using castor3d::Uniform2f = TUniform< UniformType::eVec2f >
 
using castor3d::Uniform3f = TUniform< UniformType::eVec3f >
 
using castor3d::Uniform4f = TUniform< UniformType::eVec4f >
 
using castor3d::Uniform2d = TUniform< UniformType::eVec2d >
 
using castor3d::Uniform3d = TUniform< UniformType::eVec3d >
 
using castor3d::Uniform4d = TUniform< UniformType::eVec4d >
 
using castor3d::Uniform2r = TUniform< UniformType::eVec2r >
 
using castor3d::Uniform3r = TUniform< UniformType::eVec3r >
 
using castor3d::Uniform4r = TUniform< UniformType::eVec4r >
 
using castor3d::Uniform2x2b = TUniform< UniformType::eMat2x2b >
 
using castor3d::Uniform2x3b = TUniform< UniformType::eMat2x3b >
 
using castor3d::Uniform2x4b = TUniform< UniformType::eMat2x4b >
 
using castor3d::Uniform3x2b = TUniform< UniformType::eMat3x2b >
 
using castor3d::Uniform3x3b = TUniform< UniformType::eMat3x3b >
 
using castor3d::Uniform3x4b = TUniform< UniformType::eMat3x4b >
 
using castor3d::Uniform4x2b = TUniform< UniformType::eMat4x2b >
 
using castor3d::Uniform4x3b = TUniform< UniformType::eMat4x3b >
 
using castor3d::Uniform4x4b = TUniform< UniformType::eMat4x4b >
 
using castor3d::Uniform2x2i = TUniform< UniformType::eMat2x2i >
 
using castor3d::Uniform2x3i = TUniform< UniformType::eMat2x3i >
 
using castor3d::Uniform2x4i = TUniform< UniformType::eMat2x4i >
 
using castor3d::Uniform3x2i = TUniform< UniformType::eMat3x2i >
 
using castor3d::Uniform3x3i = TUniform< UniformType::eMat3x3i >
 
using castor3d::Uniform3x4i = TUniform< UniformType::eMat3x4i >
 
using castor3d::Uniform4x2i = TUniform< UniformType::eMat4x2i >
 
using castor3d::Uniform4x3i = TUniform< UniformType::eMat4x3i >
 
using castor3d::Uniform4x4i = TUniform< UniformType::eMat4x4i >
 
using castor3d::Uniform2x2ui = TUniform< UniformType::eMat2x2ui >
 
using castor3d::Uniform2x3ui = TUniform< UniformType::eMat2x3ui >
 
using castor3d::Uniform2x4ui = TUniform< UniformType::eMat2x4ui >
 
using castor3d::Uniform3x2ui = TUniform< UniformType::eMat3x2ui >
 
using castor3d::Uniform3x3ui = TUniform< UniformType::eMat3x3ui >
 
using castor3d::Uniform3x4ui = TUniform< UniformType::eMat3x4ui >
 
using castor3d::Uniform4x2ui = TUniform< UniformType::eMat4x2ui >
 
using castor3d::Uniform4x3ui = TUniform< UniformType::eMat4x3ui >
 
using castor3d::Uniform4x4ui = TUniform< UniformType::eMat4x4ui >
 
using castor3d::Uniform2x2f = TUniform< UniformType::eMat2x2f >
 
using castor3d::Uniform2x3f = TUniform< UniformType::eMat2x3f >
 
using castor3d::Uniform2x4f = TUniform< UniformType::eMat2x4f >
 
using castor3d::Uniform3x2f = TUniform< UniformType::eMat3x2f >
 
using castor3d::Uniform3x3f = TUniform< UniformType::eMat3x3f >
 
using castor3d::Uniform3x4f = TUniform< UniformType::eMat3x4f >
 
using castor3d::Uniform4x2f = TUniform< UniformType::eMat4x2f >
 
using castor3d::Uniform4x3f = TUniform< UniformType::eMat4x3f >
 
using castor3d::Uniform4x4f = TUniform< UniformType::eMat4x4f >
 
using castor3d::Uniform2x2d = TUniform< UniformType::eMat2x2d >
 
using castor3d::Uniform2x3d = TUniform< UniformType::eMat2x3d >
 
using castor3d::Uniform2x4d = TUniform< UniformType::eMat2x4d >
 
using castor3d::Uniform3x2d = TUniform< UniformType::eMat3x2d >
 
using castor3d::Uniform3x3d = TUniform< UniformType::eMat3x3d >
 
using castor3d::Uniform3x4d = TUniform< UniformType::eMat3x4d >
 
using castor3d::Uniform4x2d = TUniform< UniformType::eMat4x2d >
 
using castor3d::Uniform4x3d = TUniform< UniformType::eMat4x3d >
 
using castor3d::Uniform4x4d = TUniform< UniformType::eMat4x4d >
 
using castor3d::Uniform2x2r = TUniform< UniformType::eMat2x2r >
 
using castor3d::Uniform2x3r = TUniform< UniformType::eMat2x3r >
 
using castor3d::Uniform2x4r = TUniform< UniformType::eMat2x4r >
 
using castor3d::Uniform3x2r = TUniform< UniformType::eMat3x2r >
 
using castor3d::Uniform3x3r = TUniform< UniformType::eMat3x3r >
 
using castor3d::Uniform3x4r = TUniform< UniformType::eMat3x4r >
 
using castor3d::Uniform4x2r = TUniform< UniformType::eMat4x2r >
 
using castor3d::Uniform4x3r = TUniform< UniformType::eMat4x3r >
 
using castor3d::Uniform4x4r = TUniform< UniformType::eMat4x4r >
 
using castor3d::PushUniform1b = TPushUniform< UniformType::eBool >
 
using castor3d::PushUniform1i = TPushUniform< UniformType::eInt >
 
using castor3d::PushUniform1s = TPushUniform< UniformType::eSampler >
 
using castor3d::PushUniform1ui = TPushUniform< UniformType::eUInt >
 
using castor3d::PushUniform1f = TPushUniform< UniformType::eFloat >
 
using castor3d::PushUniform1d = TPushUniform< UniformType::eDouble >
 
using castor3d::PushUniform1r = TPushUniform< UniformType::eReal >
 
using castor3d::PushUniform2b = TPushUniform< UniformType::eVec2b >
 
using castor3d::PushUniform3b = TPushUniform< UniformType::eVec3b >
 
using castor3d::PushUniform4b = TPushUniform< UniformType::eVec4b >
 
using castor3d::PushUniform2i = TPushUniform< UniformType::eVec2i >
 
using castor3d::PushUniform3i = TPushUniform< UniformType::eVec3i >
 
using castor3d::PushUniform4i = TPushUniform< UniformType::eVec4i >
 
using castor3d::PushUniform2ui = TPushUniform< UniformType::eVec2ui >
 
using castor3d::PushUniform3ui = TPushUniform< UniformType::eVec3ui >
 
using castor3d::PushUniform4ui = TPushUniform< UniformType::eVec4ui >
 
using castor3d::PushUniform2f = TPushUniform< UniformType::eVec2f >
 
using castor3d::PushUniform3f = TPushUniform< UniformType::eVec3f >
 
using castor3d::PushUniform4f = TPushUniform< UniformType::eVec4f >
 
using castor3d::PushUniform2d = TPushUniform< UniformType::eVec2d >
 
using castor3d::PushUniform3d = TPushUniform< UniformType::eVec3d >
 
using castor3d::PushUniform4d = TPushUniform< UniformType::eVec4d >
 
using castor3d::PushUniform2r = TPushUniform< UniformType::eVec2r >
 
using castor3d::PushUniform3r = TPushUniform< UniformType::eVec3r >
 
using castor3d::PushUniform4r = TPushUniform< UniformType::eVec4r >
 
using castor3d::PushUniform2x2b = TPushUniform< UniformType::eMat2x2b >
 
using castor3d::PushUniform2x3b = TPushUniform< UniformType::eMat2x3b >
 
using castor3d::PushUniform2x4b = TPushUniform< UniformType::eMat2x4b >
 
using castor3d::PushUniform3x2b = TPushUniform< UniformType::eMat3x2b >
 
using castor3d::PushUniform3x3b = TPushUniform< UniformType::eMat3x3b >
 
using castor3d::PushUniform3x4b = TPushUniform< UniformType::eMat3x4b >
 
using castor3d::PushUniform4x2b = TPushUniform< UniformType::eMat4x2b >
 
using castor3d::PushUniform4x3b = TPushUniform< UniformType::eMat4x3b >
 
using castor3d::PushUniform4x4b = TPushUniform< UniformType::eMat4x4b >
 
using castor3d::PushUniform2x2i = TPushUniform< UniformType::eMat2x2i >
 
using castor3d::PushUniform2x3i = TPushUniform< UniformType::eMat2x3i >
 
using castor3d::PushUniform2x4i = TPushUniform< UniformType::eMat2x4i >
 
using castor3d::PushUniform3x2i = TPushUniform< UniformType::eMat3x2i >
 
using castor3d::PushUniform3x3i = TPushUniform< UniformType::eMat3x3i >
 
using castor3d::PushUniform3x4i = TPushUniform< UniformType::eMat3x4i >
 
using castor3d::PushUniform4x2i = TPushUniform< UniformType::eMat4x2i >
 
using castor3d::PushUniform4x3i = TPushUniform< UniformType::eMat4x3i >
 
using castor3d::PushUniform4x4i = TPushUniform< UniformType::eMat4x4i >
 
using castor3d::PushUniform2x2ui = TPushUniform< UniformType::eMat2x2ui >
 
using castor3d::PushUniform2x3ui = TPushUniform< UniformType::eMat2x3ui >
 
using castor3d::PushUniform2x4ui = TPushUniform< UniformType::eMat2x4ui >
 
using castor3d::PushUniform3x2ui = TPushUniform< UniformType::eMat3x2ui >
 
using castor3d::PushUniform3x3ui = TPushUniform< UniformType::eMat3x3ui >
 
using castor3d::PushUniform3x4ui = TPushUniform< UniformType::eMat3x4ui >
 
using castor3d::PushUniform4x2ui = TPushUniform< UniformType::eMat4x2ui >
 
using castor3d::PushUniform4x3ui = TPushUniform< UniformType::eMat4x3ui >
 
using castor3d::PushUniform4x4ui = TPushUniform< UniformType::eMat4x4ui >
 
using castor3d::PushUniform2x2f = TPushUniform< UniformType::eMat2x2f >
 
using castor3d::PushUniform2x3f = TPushUniform< UniformType::eMat2x3f >
 
using castor3d::PushUniform2x4f = TPushUniform< UniformType::eMat2x4f >
 
using castor3d::PushUniform3x2f = TPushUniform< UniformType::eMat3x2f >
 
using castor3d::PushUniform3x3f = TPushUniform< UniformType::eMat3x3f >
 
using castor3d::PushUniform3x4f = TPushUniform< UniformType::eMat3x4f >
 
using castor3d::PushUniform4x2f = TPushUniform< UniformType::eMat4x2f >
 
using castor3d::PushUniform4x3f = TPushUniform< UniformType::eMat4x3f >
 
using castor3d::PushUniform4x4f = TPushUniform< UniformType::eMat4x4f >
 
using castor3d::PushUniform2x2d = TPushUniform< UniformType::eMat2x2d >
 
using castor3d::PushUniform2x3d = TPushUniform< UniformType::eMat2x3d >
 
using castor3d::PushUniform2x4d = TPushUniform< UniformType::eMat2x4d >
 
using castor3d::PushUniform3x2d = TPushUniform< UniformType::eMat3x2d >
 
using castor3d::PushUniform3x3d = TPushUniform< UniformType::eMat3x3d >
 
using castor3d::PushUniform3x4d = TPushUniform< UniformType::eMat3x4d >
 
using castor3d::PushUniform4x2d = TPushUniform< UniformType::eMat4x2d >
 
using castor3d::PushUniform4x3d = TPushUniform< UniformType::eMat4x3d >
 
using castor3d::PushUniform4x4d = TPushUniform< UniformType::eMat4x4d >
 
using castor3d::PushUniform2x2r = TPushUniform< UniformType::eMat2x2r >
 
using castor3d::PushUniform2x3r = TPushUniform< UniformType::eMat2x3r >
 
using castor3d::PushUniform2x4r = TPushUniform< UniformType::eMat2x4r >
 
using castor3d::PushUniform3x2r = TPushUniform< UniformType::eMat3x2r >
 
using castor3d::PushUniform3x3r = TPushUniform< UniformType::eMat3x3r >
 
using castor3d::PushUniform3x4r = TPushUniform< UniformType::eMat3x4r >
 
using castor3d::PushUniform4x2r = TPushUniform< UniformType::eMat4x2r >
 
using castor3d::PushUniform4x3r = TPushUniform< UniformType::eMat4x3r >
 
using castor3d::PushUniform4x4r = TPushUniform< UniformType::eMat4x4r >
 
bool castor3d::isShadowMapProgram (ProgramFlags const &p_flags)
 Dit si les indicateurs donnés contiennent un indicateur de shadow map. Plus de détails...
 
 castor3d::DECLARE_SMART_PTR (Uniform1b)
 
 castor3d::DECLARE_SMART_PTR (PushUniform1b)
 
 castor3d::DECLARE_SMART_PTR (UniformBuffer)
 
 castor3d::DECLARE_SMART_PTR (UniformBufferBinding)
 
 castor3d::DECLARE_SMART_PTR (Uniform)
 
 castor3d::DECLARE_SMART_PTR (PushUniform)
 
 castor3d::DECLARE_SMART_PTR (ShaderObject)
 
 castor3d::DECLARE_SMART_PTR (ShaderProgram)
 
 castor3d::DECLARE_SMART_PTR (ShaderStorageBuffer)
 
 castor3d::DECLARE_SMART_PTR (AtomicCounterBuffer)
 
 castor3d::DECLARE_VECTOR (ShaderProgramSPtr, ShaderProgramPtr)
 
 castor3d::DECLARE_VECTOR (ShaderObjectSPtr, ShaderObjectPtr)
 
 castor3d::DECLARE_LIST (PushUniformSPtr, PushUniform)
 
 castor3d::DECLARE_LIST (UniformSPtr, Uniform)
 
 castor3d::DECLARE_LIST (UniformBufferSPtr, UniformBufferPtr)
 
 castor3d::DECLARE_LIST (ShaderStorageBufferSPtr, ShaderStorageBufferPtr)
 
 castor3d::DECLARE_LIST (AtomicCounterBufferSPtr, AtomicCounterBufferPtr)
 
 castor3d::DECLARE_MAP (castor::String, PushUniformWPtr, PushUniform)
 
 castor3d::DECLARE_MAP (castor::String, UniformWPtr, Uniform)
 
 castor3d::DECLARE_MAP (ShaderProgramRPtr, UniformBufferBindingUPtr, UniformBufferBinding)
 
 castor3d::DECLARE_MAP (castor::String, UniformBufferWPtr, UniformBufferPtrStr)
 
 castor3d::DECLARE_MAP (castor::String, ShaderStorageBufferWPtr, ShaderStorageBufferPtrStr)
 
 castor3d::DECLARE_MAP (castor::String, AtomicCounterBufferWPtr, AtomicCounterBufferPtrStr)
 
 castor3d::DECLARE_MAP (ShaderType, UniformBufferWPtr, UniformBufferPtrShader)
 
 castor3d::DECLARE_MAP (ShaderType, ShaderStorageBufferWPtr, ShaderStorageBufferPtrShader)
 
 castor3d::DECLARE_MAP (ShaderType, AtomicCounterBufferWPtr, AtomicCounterBufferPtrShader)