Castor3D 0.15.0
Multiplatform 3D engine
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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) const | castor3d::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) const | castor3d::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) const | castor3d::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) const | castor3d::shader::Materials | |
BufferBase(sdw::ShaderWriter &writer, std::string blockName, std::string variableName, uint32_t binding, uint32_t set, bool enabled=true) | castor3d::shader::BufferBase | inline |
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() const | castor3d::shader::BufferBase | inline |
getData(sdw::UInt const &index, ParamsT &&... params) const | castor3d::shader::BufferT< Material > | inline |
getFilter() const | castor3d::shader::Materials | |
getFirstCount() const | castor3d::shader::BufferBase | inline |
getFourthCount() const | castor3d::shader::BufferBase | inline |
getMaterial(sdw::UInt const &index) const | castor3d::shader::Materials | inline |
getPassShaders() const | castor3d::shader::Materials | inline |
getPassTypesCount() const | castor3d::shader::Materials | inline |
getSecondCount() const | castor3d::shader::BufferBase | inline |
getSpecificsBuffer() const | castor3d::shader::Materials | inline |
getThirdCount() const | castor3d::shader::BufferBase | inline |
getWriter() const noexcept | castor3d::shader::BufferBase | inline |
hasSpecificsBuffer() const | castor3d::shader::Materials | inline |
isEnabled() const noexcept | castor3d::shader::BufferBase | inline |
m_ssbo | castor3d::shader::BufferBase | protected |
m_variableName | castor3d::shader::BufferBase | protected |
m_writer | castor3d::shader::BufferBase | protected |
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 |