#include <GlslLight.hpp>
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C3D_API | LightsBuffer (sdw::ShaderWriter &writer, uint32_t binding, uint32_t set, bool enable=true) |
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C3D_API DirectionalLight | getDirectionalLight (sdw::UInt const &offset) |
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C3D_API PointLight | getPointLight (sdw::UInt const &offset) |
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C3D_API SpotLight | getSpotLight (sdw::UInt const &offset) |
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sdw::UInt | getDirectionalsEnd () const |
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sdw::UInt | getPointsEnd () const |
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sdw::UInt | getSpotsEnd () const |
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| BufferT (sdw::ShaderWriter &writer, std::string blockName, std::string variableName, uint32_t binding, uint32_t set, bool enabled=true, ParamsT &&... params) |
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LightData | getData (sdw::UInt const &index, ParamsT &&... params) const |
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| BufferBase (sdw::ShaderWriter &writer, std::string blockName, std::string variableName, uint32_t binding, uint32_t set, bool enabled=true) |
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sdw::UInt | getFirstCount () const |
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sdw::UInt | getSecondCount () const |
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sdw::UInt | getThirdCount () const |
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sdw::UInt | getFourthCount () const |
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sdw::UInt | getCount () const |
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bool | isEnabled () const noexcept |
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sdw::ShaderWriter * | getWriter () const noexcept |
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◆ LightsBuffer()
C3D_API castor3d::shader::LightsBuffer::LightsBuffer |
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sdw::ShaderWriter & |
writer, |
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uint32_t |
binding, |
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uint32_t |
set, |
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bool |
enable = true |
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) |
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◆ getDirectionalLight()
◆ getDirectionalsEnd()
sdw::UInt castor3d::shader::LightsBuffer::getDirectionalsEnd |
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const |
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inline |
◆ getPointLight()
C3D_API PointLight castor3d::shader::LightsBuffer::getPointLight |
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sdw::UInt const & |
offset | ) |
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◆ getPointsEnd()
sdw::UInt castor3d::shader::LightsBuffer::getPointsEnd |
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const |
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inline |
◆ getSpotLight()
C3D_API SpotLight castor3d::shader::LightsBuffer::getSpotLight |
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sdw::UInt const & |
offset | ) |
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◆ getSpotsEnd()
sdw::UInt castor3d::shader::LightsBuffer::getSpotsEnd |
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const |
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inline |
La documentation de cette classe a été générée à partir du fichier suivant :