Castor3D 0.17.0
Multiplatform 3D engine
castor3d::shader::PassComponentsShader Member List

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) constcastor3d::shader::PassComponentsShaderinlinevirtual
blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, BlendComponents &res, BlendComponents const &src) constcastor3d::shader::PassComponentsShaderinlinevirtual
fillComponents(ComponentModeFlags componentsMask, sdw::type::BaseStruct &components, Materials const &materials, sdw::StructInstance const *surface) constcastor3d::shader::PassComponentsShaderinlinevirtual
fillComponentsInits(sdw::type::BaseStruct const &components, Materials const &materials, Material const *material, sdw::StructInstance const *surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) constcastor3d::shader::PassComponentsShaderinlinevirtual
finishComponent(shader::DerivSurfaceBase const &surface, shader::CameraData const &camera, shader::ModelData const &model, shader::Utils &utils, shader::BlendComponents &components) constcastor3d::shader::PassComponentsShaderinlinevirtual
getId() constcastor3d::shader::PassComponentsShader
getPlugin() constcastor3d::shader::PassComponentsShaderinline
isMapSampling(PipelineFlags const &flags) constcastor3d::shader::PassComponentsShaderinlinevirtual
operator=(PassShader const &)=deletecastor3d::shader::PassShader
operator=(PassShader &&)=defaultcastor3d::shader::PassShader
PassComponentsShader(PassComponentPlugin const &plugin)castor3d::shader::PassComponentsShaderinlineexplicit
PassShader()=defaultcastor3d::shader::PassShader
PassShader(PassShader const &)=deletecastor3d::shader::PassShader
PassShader(PassShader &&)=defaultcastor3d::shader::PassShader
sampleMap(sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
sampleMap(sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
updateComponent(sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, bool isFrontCulled) constcastor3d::shader::PassComponentsShaderinlinevirtual
~PassShader()=defaultcastor3d::shader::PassShadervirtual