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using | castor3d::shader::Surface = SurfaceT< ast::var::Flag::eNone > |
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using | castor3d::shader::LightingModelPtr = std::unique_ptr< LightingModel > |
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using | castor3d::shader::ReflectionModelPtr = std::unique_ptr< ReflectionModel > |
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using | castor3d::shader::LightingModelCreator = std::function< LightingModelPtr(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowsOptions, SssProfiles const *sssProfiles, bool enableVolumetric) > |
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using | castor3d::shader::LightingModelFactory = castor::Factory< LightingModel, castor::String, LightingModelPtr, LightingModelCreator > |
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| castor3d::shader::Writer_Parameter (DirectionalLight) |
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| castor3d::shader::Writer_Parameter (LayeredLpvGridData) |
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| castor3d::shader::Writer_Parameter (Light) |
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| castor3d::shader::Writer_Parameter (LightMaterial) |
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| castor3d::shader::Writer_Parameter (LpvGridData) |
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| castor3d::shader::Writer_Parameter (LpvLightData) |
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| castor3d::shader::Writer_Parameter (PbrLightMaterial) |
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| castor3d::shader::Writer_Parameter (PhongLightMaterial) |
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| castor3d::shader::Writer_Parameter (PointLight) |
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| castor3d::shader::Writer_Parameter (SpotLight) |
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| castor3d::shader::Writer_Parameter (Surface) |
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| castor3d::shader::Writer_Parameter (TextureConfigData) |
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| castor3d::shader::Writer_Parameter (VoxelData) |
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C3D_API std::unique_ptr< Materials > | castor3d::shader::createMaterials (sdw::ShaderWriter &writer, PassFlags const &passFlags) |
| Crée le tampon de matériaux GLSL approprié. Plus de détails...
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C3D_API uint32_t | castor3d::shader::getSpotShadowMapCount () |
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C3D_API uint32_t | castor3d::shader::getPointShadowMapCount () |
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C3D_API uint32_t | castor3d::shader::getBaseLightComponentsCount () |
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C3D_API uint32_t | castor3d::shader::getMaxLightComponentsCount () |
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