Castor3D 0.15.0
Multiplatform 3D engine
Classes | Espaces de nommage
Référence du fichier TextureModule.hpp

Classes

struct  castor3d::PtrCacheTraitsT< Sampler, castor::String >
 
struct  castor3d::TextureSourceInfoHasher
 

Espaces de nommage

namespace  castor3d
 

Texture

enum class  castor3d::TextureSpace : uint16_t {
  castor3d::eNone = 0x0000 , castor3d::eNormalised = 0x0001 << 0 , castor3d::eYInverted = 0x0001 << 1 , castor3d::eColour = 0x0001 << 2 ,
  castor3d::eDepth = 0x0001 << 3 , castor3d::eTangentSpace = 0x0001 << 4 , castor3d::eObjectSpace = 0x0001 << 5 , castor3d::eWorldSpace = 0x0001 << 6 ,
  castor3d::eViewSpace = 0x0001 << 7 , castor3d::eClipSpace = 0x0001 << 8 , castor3d::eStencil = 0x0001 << 9 , castor3d::eAllowSRGB = 0x0001 << 10
}
 Liste les espaces possibles pour une texture. Plus de détails...
 
enum class  castor3d::CubeMapFace : uint8_t {
  castor3d::ePositiveX , castor3d::eNegativeX , castor3d::ePositiveY , castor3d::eNegativeY ,
  castor3d::ePositiveZ , castor3d::eNegativeZ , castor3d::eCount , castor3d::eMin = ePositiveX ,
  castor3d::eMax =eCount-1
}
 Les faces d'une cube map. Plus de détails...
 
using castor3d::TextureSpaces = castor::FlagCombination< TextureSpace >
 
using castor3d::TextureFlagConfigurations = std::array< TextureFlagConfiguration, 4u >
 
using castor3d::TextureUnitDatas = std::vector< TextureUnitDataUPtr >
 
using castor3d::TextureUnitDataRefs = std::vector< TextureUnitDataRPtr >
 
using castor3d::TextureUnitDataSet = std::map< PassComponentTextureFlag, TextureUnitDataRPtr >
 
using castor3d::OnTextureUnitChangedFunction = std::function< void(TextureUnit const &) >
 
using castor3d::OnTextureUnitChanged = castor::SignalT< OnTextureUnitChangedFunction >
 
using castor3d::OnTextureUnitChangedConnection = OnTextureUnitChanged::connection
 
using castor3d::SamplerCacheTraits = PtrCacheTraitsT< Sampler, castor::String >
 
using castor3d::SamplerCache = castor::ResourceCacheT< Sampler, castor::String, SamplerCacheTraits >
 
using castor3d::SamplerPtr = SamplerCacheTraits::ElementPtrT
 
using castor3d::SamplerObs = SamplerCacheTraits::ElementObsT
 
C3D_API castor::String castor3d::getName (TextureSpace value)
 
C3D_API castor::String castor3d::getName (TextureSpaces value)
 
C3D_API castor::String castor3d::getName (CubeMapFace value)
 
 castor3d::CU_DeclareSmartPtr (castor3d, Sampler, C3D_API)
 
 castor3d::CU_DeclareSmartPtr (castor3d, TextureLayout, C3D_API)
 
 castor3d::CU_DeclareSmartPtr (castor3d, TextureSource, C3D_API)
 
 castor3d::CU_DeclareSmartPtr (castor3d, TextureUnit, C3D_API)
 
 castor3d::CU_DeclareSmartPtr (castor3d, TextureView, C3D_API)
 
 castor3d::CU_DeclareSmartPtr (castor3d, TextureUnitData, C3D_API)
 
 castor3d::CU_DeclareVector (TextureUnit, TextureUnit)
 TextureUnit array.
 
std::ostream & castor3d::operator<< (std::ostream &stream, TextureLayout const &layout)
 
 castor3d::CU_DeclareSmartPtr (castor3d, SamplerCache, C3D_API)
 
C3D_API bool castor3d::operator== (TextureSourceInfo const &lhs, TextureSourceInfo const &rhs) noexcept
 
bool castor3d::operator!= (TextureSourceInfo const &lhs, TextureSourceInfo const &rhs) noexcept