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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::HeightMapComponent::ComponentsShader, including all inherited members.
| applyComponents(PipelineFlags const *flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| applyFloatComponent(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| applyFloatComponent(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| applyTexture(shader::PassShaders const &passShaders, shader::TextureConfigurations const &textureConfigs, shader::TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, shader::SampleTexture const &sampleTexture) const override | castor3d::HeightMapComponent::ComponentsShader | virtual |
| applyVec2Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| applyVec2Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| applyVec3Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| applyVec3Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| applyVec4Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| applyVec4Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| doLoadFloatComponent(castor::MbString const &mbMapName, castor::MbString const &mbValueName, castor::MbString const &textureName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| doLoadVec2Component(castor::MbString const &mbMapName, castor::MbString const &mbValueName, castor::MbString const &textureName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| doLoadVec3Component(castor::MbString const &mbMapName, castor::MbString const &mbValueName, castor::MbString const &textureName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| doLoadVec4Component(castor::MbString const &mbMapName, castor::MbString const &mbValueName, castor::MbString const &textureName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| fillComponents(ComponentModeFlags componentsMask, sdw::type::BaseStruct &components, Materials const &materials, sdw::StructInstance const *surface) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| 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 | castor3d::shader::PassComponentsShader | inlinevirtual |
| finishComponent(shader::DerivSurfaceBase const &surface, shader::CameraData const &camera, shader::ModelData const &model, shader::Utils &utils, shader::BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| getId() const | castor3d::shader::PassComponentsShader | |
| getPlugin() const | castor3d::shader::PassComponentsShader | inline |
| getTextureFlags() const | castor3d::HeightMapComponent::ComponentsShader | inline |
| isMapSampling(PipelineFlags const &flags) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| loadFloatComponent(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| loadFloatComponent(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| loadVec2Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| loadVec2Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| loadVec3Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| loadVec3Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| loadVec4Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | protected |
| loadVec4Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassMapComponentsShader | inlineprotected |
| operator=(PassShader const &)=delete | castor3d::shader::PassShader | |
| operator=(PassShader &&)=default | castor3d::shader::PassShader | |
| parallaxMapping(sdw::Vec2 const &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::UInt const &mask) const | castor3d::HeightMapComponent::ComponentsShader | |
| parallaxMapping(sdw::Vec3 const &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::UInt const &mask) const | castor3d::HeightMapComponent::ComponentsShader | |
| parallaxMapping(shader::DerivTex const &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::UInt const &mask) const | castor3d::HeightMapComponent::ComponentsShader | |
| parallaxMapping(sdw::Vec2 texCoords, sdw::Vec2 const &dx, sdw::Vec2 const &dy, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::UInt const &mask) const | castor3d::HeightMapComponent::ComponentsShader | |
| parallaxShadow(sdw::Vec3 const &lightDir, sdw::Vec2 const &initialTexCoord, sdw::Float const &initialHeight, sdw::CombinedImage2DRgba32 const &heightMap, shader::TextureConfigData const &textureConfig, sdw::UInt const &mask) | castor3d::HeightMapComponent::ComponentsShader | |
| PassComponentsShader(PassComponentPlugin const &plugin) | castor3d::shader::PassMapComponentsShader | 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(sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, bool isFrontCulled) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| ~PassShader()=default | castor3d::shader::PassShader | virtual |