Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::PassShaders, including all inherited members.
applyComponents(TextureCombine const &combine, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) const | castor3d::shader::PassShaders | |
applyComponents(PipelineFlags const &flags, TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) const | castor3d::shader::PassShaders | |
applyTextures(TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const | castor3d::shader::PassShaders | |
blendComponents(Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) const | castor3d::shader::PassShaders | |
computeReflRefr(ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, sdw::Vec4 const &position, BackgroundModel &background, sdw::CombinedImage2DRgba32 const &mippedScene, CameraData const &camera, DirectLighting &lighting, IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, DebugOutput &debugOutput) const | castor3d::shader::PassShaders | |
computeReflRefr(ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, BackgroundModel &background, CameraData const &camera, DirectLighting &lighting, IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, DebugOutput &debugOutput) const | castor3d::shader::PassShaders | |
computeTexcoords(TextureConfigurations const &textureConfigs, TextureConfigData const &config, TextureTransformData const &anim, BlendComponents &components) const | castor3d::shader::PassShaders | |
enableOpacity() const | castor3d::shader::PassShaders | inline |
enableParallaxOcclusionMapping(PipelineFlags const &flags) const | castor3d::shader::PassShaders | |
enableParallaxOcclusionMappingOne(PipelineFlags const &flags) const | castor3d::shader::PassShaders | |
fillComponents(sdw::type::BaseStruct &components, Materials const &materials, sdw::expr::ExprList &inits) const | 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 | castor3d::shader::PassShaders | |
fillComponentsInits(sdw::type::BaseStruct const &components, Materials const &materials, sdw::expr::ExprList &inits) const | 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 | castor3d::shader::PassShaders | |
fillMaterial(sdw::type::BaseStruct &material, sdw::expr::ExprList &inits) const | castor3d::shader::PassShaders | |
finishComponents(DerivSurfaceBase const &surface, sdw::Vec3 const worldEye, Utils &utils, BlendComponents &components) const | castor3d::shader::PassShaders | |
getFilter() const | castor3d::shader::PassShaders | inline |
getPassCombine() const | castor3d::shader::PassShaders | inline |
getTexcoordModifs(PipelineFlags const &flags) const | castor3d::shader::PassShaders | |
getTexcoordModifs(TextureCombine const &combine) const | castor3d::shader::PassShaders | |
getTexturesCombine() const | castor3d::shader::PassShaders | inline |
getUtils() const | castor3d::shader::PassShaders | inline |
isFrontCulled() const | castor3d::shader::PassShaders | inline |
PassShaders(PassComponentRegister const &compRegister, TextureCombine const &textures, ComponentModeFlags filter, Utils &utils, bool forceLod0=false) | castor3d::shader::PassShaders | |
PassShaders(PassComponentRegister const &compRegister, PipelineFlags const &flags, ComponentModeFlags filter, Utils &utils, bool forceLod0=false) | castor3d::shader::PassShaders | |
sampleMap(PipelineFlags const &flags, sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassShaders | |
sampleMap(PipelineFlags const &flags, sdw::CombinedImage2DRgba32 const map, DerivTex const texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassShaders | |
sampleMap(TextureCombine const &flags, sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassShaders | |
sampleMap(TextureCombine const &flags, sdw::CombinedImage2DRgba32 const map, sdw::Vec2 const texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassShaders | |
sampleMap(TextureCombine const &flags, sdw::CombinedImage2DRgba32 const map, DerivTex const texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassShaders | |
updateComponents(PipelineFlags const &flags, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material const &material, BlendComponents &components) const | castor3d::shader::PassShaders | |
updateComponents(TextureCombine const &combine, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, Material const &material, BlendComponents &components, bool isFrontCulled=false) const | castor3d::shader::PassShaders |