Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::PassComponentsShader, 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::PassComponentsShader | 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::PassComponentsShader | 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::PassComponentsShader | 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::PassComponentsShader | inlineprotected |
blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) const | castor3d::shader::PassComponentsShader | inlinevirtual |
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 |
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(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 |