Castor3D 0.14.0
Multiplatform 3D engine
castor3d::HeightMapComponent::ComponentsShader Liste des membres

Liste complète des membres de castor3d::HeightMapComponent::ComponentsShader, y compris les membres hérités :

applyComponents(TextureCombine const &combine, PipelineFlags const *flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, BlendComponents &components) constcastor3d::shader::PassComponentsShaderinlinevirtual
applyFloatComponent(std::string const &name, PassComponentTextureFlag flag, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, shader::BlendComponents &components) constcastor3d::shader::PassComponentsShaderprotected
applyVec3Component(std::string const &name, PassComponentTextureFlag flag, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, shader::BlendComponents &components) constcastor3d::shader::PassComponentsShaderprotected
blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) constcastor3d::shader::PassComponentsShaderinlinevirtual
ComponentsShader(PassComponentPlugin const &plugin)castor3d::HeightMapComponent::ComponentsShaderinlineexplicit
computeTexcoord(PipelineFlags const &flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 &texCoords, sdw::Vec2 &texCoord, shader::BlendComponents &components) const overridecastor3d::HeightMapComponent::ComponentsShadervirtual
computeTexcoord(PipelineFlags const &flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, shader::DerivTex &texCoords, shader::DerivTex &texCoord, shader::BlendComponents &components) const overridecastor3d::HeightMapComponent::ComponentsShadervirtual
fillComponents(sdw::type::BaseStruct &components, Materials const &materials, sdw::StructInstance const *surface) constcastor3d::shader::PassComponentsShaderinlinevirtual
fillComponentsInits(sdw::type::BaseStruct const &components, Materials const &materials, Material const *material, sdw::StructInstance const *surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) constcastor3d::shader::PassComponentsShaderinlinevirtual
getId() constcastor3d::shader::PassComponentsShader
getPlugin() constcastor3d::shader::PassComponentsShaderinline
getTextureFlags() constcastor3d::HeightMapComponent::ComponentsShaderinline
isMapSampling(PipelineFlags const &flags) constcastor3d::shader::PassComponentsShaderinlinevirtual
operator=(PassShader const &)=deletecastor3d::shader::PassShader
operator=(PassShader &&)=defaultcastor3d::shader::PassShader
parallaxMapping(sdw::Vec2 &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::U32Vec3 const &imgCompConfig) constcastor3d::HeightMapComponent::ComponentsShader
parallaxMapping(shader::DerivTex &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::U32Vec3 const &imgCompConfig) constcastor3d::HeightMapComponent::ComponentsShader
parallaxMapping(sdw::Vec2 texCoords, sdw::Vec2 const &dx, sdw::Vec2 const &dy, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::U32Vec3 const &imgCompConfig) constcastor3d::HeightMapComponent::ComponentsShader
parallaxShadow(sdw::Vec3 const &lightDir, sdw::Vec2 const &initialTexCoord, sdw::Float const &initialHeight, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::U32Vec3 const &imgCompConfig)castor3d::HeightMapComponent::ComponentsShader
PassComponentsShader(PassComponentPlugin const &plugin)castor3d::shader::PassComponentsShaderinlineexplicit
PassShader()=defaultcastor3d::shader::PassShader
PassShader(PassShader const &)=deletecastor3d::shader::PassShader
PassShader(PassShader &&)=defaultcastor3d::shader::PassShader
sampleMap(sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
sampleMap(sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
updateComponent(TextureCombine const &combine, shader::BlendComponents &components) constcastor3d::shader::PassComponentsShaderinlinevirtual
updateOutputs(sdw::StructInstance const &components, sdw::StructInstance const &surface, sdw::Vec4 &spcRgh, sdw::Vec4 &colMtl, sdw::Vec4 &sheen) constcastor3d::shader::PassShaderinlinevirtual
~PassShader()=defaultcastor3d::shader::PassShadervirtual