Castor3D 0.15.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::AmbientComponent::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) const | castor3d::shader::PassComponentsShader | inlinevirtual |
applyFloatComponent(std::string const &name, PassComponentTextureFlag flag, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, shader::BlendComponents &components) const | castor3d::shader::PassComponentsShader | protected |
applyVec3Component(std::string const &name, PassComponentTextureFlag flag, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, shader::BlendComponents &components) const | castor3d::shader::PassComponentsShader | protected |
blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, shader::BlendComponents &res, shader::BlendComponents const &src) const override | castor3d::AmbientComponent::ComponentsShader | virtual |
ComponentsShader(PassComponentPlugin const &plugin) | castor3d::AmbientComponent::ComponentsShader | inlineexplicit |
computeTexcoord(PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 &texCoords, sdw::Vec2 &texCoord, BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
computeTexcoord(PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, DerivTex &texCoords, DerivTex &texCoord, BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
fillComponents(sdw::type::BaseStruct &components, shader::Materials const &materials, sdw::StructInstance const *surface) const override | castor3d::AmbientComponent::ComponentsShader | virtual |
fillComponentsInits(sdw::type::BaseStruct const &components, shader::Materials const &materials, shader::Material const *material, sdw::StructInstance const *surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) const override | castor3d::AmbientComponent::ComponentsShader | virtual |
getId() const | castor3d::shader::PassComponentsShader | |
getPlugin() const | castor3d::shader::PassComponentsShader | inline |
isMapSampling(PipelineFlags const &flags) const | castor3d::shader::PassComponentsShader | inlinevirtual |
operator=(PassShader const &)=delete | castor3d::shader::PassShader | |
operator=(PassShader &&)=default | castor3d::shader::PassShader | |
PassComponentsShader(PassComponentPlugin const &plugin) | castor3d::shader::PassComponentsShader | inlineexplicit |
PassShader()=default | castor3d::shader::PassShader | |
PassShader(PassShader const &)=delete | castor3d::shader::PassShader | |
PassShader(PassShader &&)=default | castor3d::shader::PassShader | |
sampleMap(sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassComponentsShader | virtual |
sampleMap(sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassComponentsShader | virtual |
updateComponent(TextureCombine const &combine, shader::BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
updateOutputs(sdw::StructInstance const &components, sdw::StructInstance const &surface, sdw::Vec4 &spcRgh, sdw::Vec4 &colMtl, sdw::Vec4 &sheen) const | castor3d::shader::PassShader | inlinevirtual |
~PassShader()=default | castor3d::shader::PassShader | virtual |