Castor3D 0.15.0
Multiplatform 3D engine
Fonctions membres publiques | Liste de tous les membres
Référence de la classe castor3d::shader::PassShaders

#include <GlslPassShaders.hpp>

Fonctions membres publiques

C3D_API PassShaders (PassComponentRegister const &compRegister, TextureCombine const &combine, ComponentModeFlags filter, Utils &utils, bool forceLod0=false)
 
C3D_API PassShaders (PassComponentRegister const &compRegister, PipelineFlags const &flags, ComponentModeFlags filter, Utils &utils, bool forceLod0=false)
 
C3D_API void fillMaterial (sdw::type::BaseStruct &material, sdw::expr::ExprList &inits) const
 
C3D_API void fillComponents (sdw::type::BaseStruct &components, Materials const &materials, sdw::expr::ExprList &inits) const
 
C3D_API void fillComponents (sdw::type::BaseStruct &components, Materials const &materials, Material const &material, sdw::StructInstance const &surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) const
 
C3D_API void fillComponentsInits (sdw::type::BaseStruct const &components, Materials const &materials, sdw::expr::ExprList &inits) const
 
C3D_API void fillComponentsInits (sdw::type::BaseStruct const &components, Materials const &materials, Material const &material, sdw::StructInstance const &surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) const
 
C3D_API void applyComponents (TextureCombine const &combine, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, BlendComponents &components) const
 
C3D_API void applyComponents (PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, BlendComponents &components) const
 
C3D_API void blendComponents (Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) const
 
C3D_API void updateMaterial (sdw::Vec3 const &albedo, sdw::Vec4 const &spcRgh, sdw::Vec4 const &colMtl, sdw::Vec4 const &crTsIr, sdw::Vec4 const &sheen, Material &material) const
 
C3D_API void updateOutputs (Material const &material, SurfaceBase const &surface, sdw::Vec4 &spcRgh, sdw::Vec4 &colMtl, sdw::Vec4 &sheen) const
 
C3D_API void updateOutputs (BlendComponents const &components, SurfaceBase const &surface, sdw::Vec4 &spcRgh, sdw::Vec4 &colMtl, sdw::Vec4 &sheen) const
 
C3D_API void updateComponents (PipelineFlags const &flags, BlendComponents &components) const
 
C3D_API void updateComponents (TextureCombine const &combine, BlendComponents &components) const
 
C3D_API void finishComponents (SurfaceBase const &surface, sdw::Vec3 const worldEye, Utils &utils, BlendComponents &components) const
 
C3D_API std::map< uint32_t, PassComponentTextureFlaggetTexcoordModifs (PipelineFlags const &flags) const
 
C3D_API std::map< uint32_t, PassComponentTextureFlaggetTexcoordModifs (TextureCombine const &combine) const
 
C3D_API void computeTexcoord (TextureCombine const &combine, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 &texCoords, sdw::Vec2 &texCoord, BlendComponents &components) const
 
C3D_API void computeTexcoord (TextureCombine const &combine, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, DerivTex &texCoords, DerivTex &texCoord, BlendComponents &components) const
 
C3D_API void computeTexcoord (PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 &texCoords, sdw::Vec2 &texCoord, BlendComponents &components) const
 
C3D_API void computeTexcoord (PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::CombinedImage2DRgba32 const &map, DerivTex &texCoords, DerivTex &texCoord, BlendComponents &components) const
 
C3D_API bool enableParallaxOcclusionMapping (PipelineFlags const &flags) const
 
C3D_API bool enableParallaxOcclusionMappingOne (PipelineFlags const &flags) const
 
C3D_API sdw::Vec4 sampleMap (PipelineFlags const &flags, sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords, shader::BlendComponents const &components) const
 
C3D_API sdw::Vec4 sampleMap (PipelineFlags const &flags, sdw::CombinedImage2DRgba32 const map, DerivTex const texCoords, shader::BlendComponents const &components) const
 
C3D_API sdw::Vec4 sampleMap (TextureCombine const &flags, sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords, shader::BlendComponents const &components) const
 
C3D_API sdw::Vec4 sampleMap (TextureCombine const &flags, sdw::CombinedImage2DRgba32 const map, DerivTex const texCoords, shader::BlendComponents const &components) const
 
auto getFilter () const
 
bool enableOpacity () const
 
UtilsgetUtils () const
 

Documentation des constructeurs et destructeur

◆ PassShaders() [1/2]

C3D_API castor3d::shader::PassShaders::PassShaders ( PassComponentRegister const &  compRegister,
TextureCombine const &  combine,
ComponentModeFlags  filter,
Utils utils,
bool  forceLod0 = false 
)

◆ PassShaders() [2/2]

C3D_API castor3d::shader::PassShaders::PassShaders ( PassComponentRegister const &  compRegister,
PipelineFlags const &  flags,
ComponentModeFlags  filter,
Utils utils,
bool  forceLod0 = false 
)

Documentation des fonctions membres

◆ applyComponents() [1/2]

C3D_API void castor3d::shader::PassShaders::applyComponents ( PipelineFlags const &  flags,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::Vec4 const &  sampled,
BlendComponents components 
) const

◆ applyComponents() [2/2]

C3D_API void castor3d::shader::PassShaders::applyComponents ( TextureCombine const &  combine,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::Vec4 const &  sampled,
BlendComponents components 
) const

◆ blendComponents()

C3D_API void castor3d::shader::PassShaders::blendComponents ( Materials const &  materials,
sdw::Float const &  passMultiplier,
BlendComponents res,
BlendComponents const &  src 
) const

◆ computeTexcoord() [1/4]

C3D_API void castor3d::shader::PassShaders::computeTexcoord ( PipelineFlags const &  flags,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::CombinedImage2DRgba32 const &  map,
DerivTex texCoords,
DerivTex texCoord,
BlendComponents components 
) const

◆ computeTexcoord() [2/4]

C3D_API void castor3d::shader::PassShaders::computeTexcoord ( PipelineFlags const &  flags,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::CombinedImage2DRgba32 const &  map,
sdw::Vec3 &  texCoords,
sdw::Vec2 &  texCoord,
BlendComponents components 
) const

◆ computeTexcoord() [3/4]

C3D_API void castor3d::shader::PassShaders::computeTexcoord ( TextureCombine const &  combine,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::CombinedImage2DRgba32 const &  map,
DerivTex texCoords,
DerivTex texCoord,
BlendComponents components 
) const

◆ computeTexcoord() [4/4]

C3D_API void castor3d::shader::PassShaders::computeTexcoord ( TextureCombine const &  combine,
TextureConfigData const &  config,
sdw::U32Vec3 const &  imgCompConfig,
sdw::CombinedImage2DRgba32 const &  map,
sdw::Vec3 &  texCoords,
sdw::Vec2 &  texCoord,
BlendComponents components 
) const

◆ enableOpacity()

bool castor3d::shader::PassShaders::enableOpacity ( ) const
inline

◆ enableParallaxOcclusionMapping()

C3D_API bool castor3d::shader::PassShaders::enableParallaxOcclusionMapping ( PipelineFlags const &  flags) const

◆ enableParallaxOcclusionMappingOne()

C3D_API bool castor3d::shader::PassShaders::enableParallaxOcclusionMappingOne ( PipelineFlags const &  flags) const

◆ fillComponents() [1/2]

C3D_API void castor3d::shader::PassShaders::fillComponents ( sdw::type::BaseStruct &  components,
Materials const &  materials,
Material const &  material,
sdw::StructInstance const &  surface,
sdw::Vec4 const *  clrCot,
sdw::expr::ExprList &  inits 
) const

◆ fillComponents() [2/2]

C3D_API void castor3d::shader::PassShaders::fillComponents ( sdw::type::BaseStruct &  components,
Materials const &  materials,
sdw::expr::ExprList &  inits 
) const

◆ fillComponentsInits() [1/2]

C3D_API void castor3d::shader::PassShaders::fillComponentsInits ( sdw::type::BaseStruct const &  components,
Materials const &  materials,
Material const &  material,
sdw::StructInstance const &  surface,
sdw::Vec4 const *  clrCot,
sdw::expr::ExprList &  inits 
) const

◆ fillComponentsInits() [2/2]

C3D_API void castor3d::shader::PassShaders::fillComponentsInits ( sdw::type::BaseStruct const &  components,
Materials const &  materials,
sdw::expr::ExprList &  inits 
) const

◆ fillMaterial()

C3D_API void castor3d::shader::PassShaders::fillMaterial ( sdw::type::BaseStruct &  material,
sdw::expr::ExprList &  inits 
) const

◆ finishComponents()

C3D_API void castor3d::shader::PassShaders::finishComponents ( SurfaceBase const &  surface,
sdw::Vec3 const  worldEye,
Utils utils,
BlendComponents components 
) const

◆ getFilter()

auto castor3d::shader::PassShaders::getFilter ( ) const
inline

◆ getTexcoordModifs() [1/2]

C3D_API std::map< uint32_t, PassComponentTextureFlag > castor3d::shader::PassShaders::getTexcoordModifs ( PipelineFlags const &  flags) const

◆ getTexcoordModifs() [2/2]

C3D_API std::map< uint32_t, PassComponentTextureFlag > castor3d::shader::PassShaders::getTexcoordModifs ( TextureCombine const &  combine) const

◆ getUtils()

Utils & castor3d::shader::PassShaders::getUtils ( ) const
inline

◆ sampleMap() [1/4]

C3D_API sdw::Vec4 castor3d::shader::PassShaders::sampleMap ( PipelineFlags const &  flags,
sdw::CombinedImage2DRgba32 const  map,
DerivTex const  texCoords,
shader::BlendComponents const &  components 
) const

◆ sampleMap() [2/4]

C3D_API sdw::Vec4 castor3d::shader::PassShaders::sampleMap ( PipelineFlags const &  flags,
sdw::CombinedImage2DRgba32 const  map,
sdw::Vec3 const  texCoords,
shader::BlendComponents const &  components 
) const

◆ sampleMap() [3/4]

C3D_API sdw::Vec4 castor3d::shader::PassShaders::sampleMap ( TextureCombine const &  flags,
sdw::CombinedImage2DRgba32 const  map,
DerivTex const  texCoords,
shader::BlendComponents const &  components 
) const

◆ sampleMap() [4/4]

C3D_API sdw::Vec4 castor3d::shader::PassShaders::sampleMap ( TextureCombine const &  flags,
sdw::CombinedImage2DRgba32 const  map,
sdw::Vec3 const  texCoords,
shader::BlendComponents const &  components 
) const

◆ updateComponents() [1/2]

C3D_API void castor3d::shader::PassShaders::updateComponents ( PipelineFlags const &  flags,
BlendComponents components 
) const

◆ updateComponents() [2/2]

C3D_API void castor3d::shader::PassShaders::updateComponents ( TextureCombine const &  combine,
BlendComponents components 
) const

◆ updateMaterial()

C3D_API void castor3d::shader::PassShaders::updateMaterial ( sdw::Vec3 const &  albedo,
sdw::Vec4 const &  spcRgh,
sdw::Vec4 const &  colMtl,
sdw::Vec4 const &  crTsIr,
sdw::Vec4 const &  sheen,
Material material 
) const

◆ updateOutputs() [1/2]

C3D_API void castor3d::shader::PassShaders::updateOutputs ( BlendComponents const &  components,
SurfaceBase const &  surface,
sdw::Vec4 &  spcRgh,
sdw::Vec4 &  colMtl,
sdw::Vec4 &  sheen 
) const

◆ updateOutputs() [2/2]

C3D_API void castor3d::shader::PassShaders::updateOutputs ( Material const &  material,
SurfaceBase const &  surface,
sdw::Vec4 &  spcRgh,
sdw::Vec4 &  colMtl,
sdw::Vec4 &  sheen 
) const

La documentation de cette classe a été générée à partir du fichier suivant :