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C3D_API sdw::Vec4 | sampleMap (sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) const override |
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C3D_API sdw::Vec4 | sampleMap (sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) const override |
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bool | isMapSampling (PipelineFlags const &flags) const override |
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C3D_API | PassComponentsShader (PassComponentPlugin const &plugin) |
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virtual C3D_API void | fillComponents (ComponentModeFlags componentsMask, sdw::type::BaseStruct &components, Materials const &materials, sdw::StructInstance const *surface) const |
| Fills the components shader struct with the members provided by this component.
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virtual C3D_API void | 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 |
| Fills the components shader struct members initialiser with the ones provided by this component.
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virtual C3D_API void | applyComponents (PipelineFlags const *flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) const |
| Fills this component's values with the data retrieved from a texture.
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virtual C3D_API void | blendComponents (shader::Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) const |
| Used to mix components when multiple passes are blended together.
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virtual C3D_API void | updateComponent (sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, bool isFrontCulled) const |
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C3D_API PassComponentID | getId () const |
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PassComponentPlugin const & | getPlugin () const |
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| PassShader ()=default |
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| PassShader (PassShader const &)=delete |
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PassShader & | operator= (PassShader const &)=delete |
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C3D_API | PassShader (PassShader &&)=default |
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C3D_API PassShader & | operator= (PassShader &&)=default |
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virtual C3D_API | ~PassShader ()=default |
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C3D_API void | 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 |
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C3D_API void | 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 |
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void | applyFloatComponent (castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const |
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void | applyVec3Component (castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) const |
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