Castor3D 0.14.0
Multiplatform 3D engine
castor3d::shader::Materials Liste des membres

Liste complète des membres de castor3d::shader::Materials, y compris les membres hérités :

apply(Material const &material, SurfaceBase const &surface, sdw::Vec4 &spcRgh, sdw::Vec4 &colMtl, sdw::Vec4 &sheen)castor3d::shader::Materials
applyMaterial(PipelineFlags const &flags, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material const &material, BlendComponents &components) constcastor3d::shader::Materials
blendMaterials(PipelineFlags const &flags, shader::TextureConfigurations const &textureConfigs, shader::TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material &material, sdw::UInt const &materialId, sdw::Array< sdw::Vec4 > const &passMultipliers, BlendComponents &output) constcastor3d::shader::Materials
blendMaterials(VkCompareOp alphaFunc, PipelineFlags const &flags, shader::TextureConfigurations const &textureConfigs, shader::TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material &material, sdw::UInt const &materialId, sdw::Array< sdw::Vec4 > const &passMultipliers, BlendComponents &output) constcastor3d::shader::Materials
blendMaterials(bool opaque, PipelineFlags const &flags, shader::TextureConfigurations const &textureConfigs, shader::TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material &material, sdw::UInt const &materialId, sdw::Array< sdw::Vec4 > const &passMultipliers, BlendComponents &output) constcastor3d::shader::Materials
BufferBase(sdw::ShaderWriter &writer, std::string blockName, std::string variableName, uint32_t binding, uint32_t set, bool enabled=true)castor3d::shader::BufferBaseinline
BufferT(sdw::ShaderWriter &writer, std::string blockName, std::string variableName, uint32_t binding, uint32_t set, bool enabled=true, ParamsT &&... params)castor3d::shader::BufferT< Material >inline
fill(sdw::Vec3 const &albedo, sdw::Vec4 const &spcRgh, sdw::Vec4 const &colMtl, sdw::Vec4 const &crTsIr, sdw::Vec4 const &sheen, Material &material)castor3d::shader::Materials
getCount() constcastor3d::shader::BufferBaseinline
getData(sdw::UInt const &index, ParamsT &&... params) constcastor3d::shader::BufferT< Material >inline
getFilter() constcastor3d::shader::Materials
getMaterial(sdw::UInt const &index) constcastor3d::shader::Materialsinline
getPassShaders() constcastor3d::shader::Materialsinline
getPassTypesCount() constcastor3d::shader::Materialsinline
getSecondaryCount() constcastor3d::shader::BufferBaseinline
getSpecificsBuffer() constcastor3d::shader::Materialsinline
getWriter() const noexceptcastor3d::shader::BufferBaseinline
hasSpecificsBuffer() constcastor3d::shader::Materialsinline
isEnabled() const noexceptcastor3d::shader::BufferBaseinline
m_ssbocastor3d::shader::BufferBaseprotected
m_variableNamecastor3d::shader::BufferBaseprotected
m_writercastor3d::shader::BufferBaseprotected
Materials(sdw::ShaderWriter &writer, PassShaders &passShaders)castor3d::shader::Materials
Materials(sdw::ShaderWriter &writer, PassShaders &passShaders, uint32_t binding, uint32_t set, bool enable=true)castor3d::shader::Materials
Materials(Engine const &engine, sdw::ShaderWriter &writer, PassShaders &passShaders, uint32_t binding, uint32_t set, uint32_t &specifics, bool enable=true)castor3d::shader::Materials