#include <GlslTextureConfiguration.hpp>
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C3D_API | TextureConfigData (sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) |
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C3D_API void | transformUV (Utils &utils, TextureTransformData const &anim, sdw::Vec2 &uv) const |
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C3D_API void | transformUVW (Utils &utils, TextureTransformData const &anim, sdw::Vec3 &uvw) const |
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C3D_API void | transformUV (Utils &utils, TextureTransformData const &anim, DerivTex &uv) const |
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auto | transform () const |
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auto | translate () const |
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auto | rotateU () const |
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auto | rotateV () const |
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auto | scale () const |
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auto | tileSet () const |
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auto | nmlFact () const |
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auto | nmlGMul () const |
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auto | nml2Chan () const |
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auto | hgtFact () const |
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auto | needsYI () const |
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auto | isTrnfAnim () const |
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auto | isTileAnim () const |
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auto | texSet () const |
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C3D_API sdw::Vec2 | getUv (DerivTex const &uvw) const |
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C3D_API void | setUv (DerivTex &lhs, DerivTex const &rhs) const |
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C3D_API DerivTex | toUv (DerivTex const &uvw) const |
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sdw::Vec2 | getUv (sdw::Vec3 const &uvw) const |
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sdw::Vec2 | toUv (sdw::Vec3 const &uvw) const |
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void | setUv (sdw::Vec3 &lhs, sdw::Vec2 const &rhs) const |
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static C3D_API sdw::Float | getFloat (sdw::Vec4 const &sampled, sdw::UInt const &mask) |
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static C3D_API sdw::Vec3 | getVec3 (sdw::Vec4 const &sampled, sdw::UInt const &mask) |
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◆ TextureConfigData()
C3D_API castor3d::shader::TextureConfigData::TextureConfigData |
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sdw::ShaderWriter & | writer, |
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ast::expr::ExprPtr | expr, |
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bool | enabled ) |
◆ getFloat()
static C3D_API sdw::Float castor3d::shader::TextureConfigData::getFloat |
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sdw::Vec4 const & | sampled, |
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sdw::UInt const & | mask ) |
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◆ getUv() [1/2]
C3D_API sdw::Vec2 castor3d::shader::TextureConfigData::getUv |
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DerivTex const & | uvw | ) |
const |
◆ getUv() [2/2]
sdw::Vec2 castor3d::shader::TextureConfigData::getUv |
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sdw::Vec3 const & | uvw | ) |
const |
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◆ getVec3()
static C3D_API sdw::Vec3 castor3d::shader::TextureConfigData::getVec3 |
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sdw::Vec4 const & | sampled, |
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sdw::UInt const & | mask ) |
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◆ hgtFact()
auto castor3d::shader::TextureConfigData::hgtFact |
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const |
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◆ isTileAnim()
auto castor3d::shader::TextureConfigData::isTileAnim |
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const |
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◆ isTrnfAnim()
auto castor3d::shader::TextureConfigData::isTrnfAnim |
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const |
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◆ needsYI()
auto castor3d::shader::TextureConfigData::needsYI |
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const |
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◆ nml2Chan()
auto castor3d::shader::TextureConfigData::nml2Chan |
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const |
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◆ nmlFact()
auto castor3d::shader::TextureConfigData::nmlFact |
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const |
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◆ nmlGMul()
auto castor3d::shader::TextureConfigData::nmlGMul |
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const |
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◆ rotateU()
auto castor3d::shader::TextureConfigData::rotateU |
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const |
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◆ rotateV()
auto castor3d::shader::TextureConfigData::rotateV |
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const |
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◆ scale()
auto castor3d::shader::TextureConfigData::scale |
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const |
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◆ setUv() [1/2]
◆ setUv() [2/2]
void castor3d::shader::TextureConfigData::setUv |
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sdw::Vec3 & | lhs, |
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sdw::Vec2 const & | rhs ) const |
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◆ texSet()
auto castor3d::shader::TextureConfigData::texSet |
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const |
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◆ tileSet()
auto castor3d::shader::TextureConfigData::tileSet |
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const |
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◆ toUv() [1/2]
◆ toUv() [2/2]
sdw::Vec2 castor3d::shader::TextureConfigData::toUv |
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sdw::Vec3 const & | uvw | ) |
const |
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◆ transform()
auto castor3d::shader::TextureConfigData::transform |
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const |
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◆ transformUV() [1/2]
◆ transformUV() [2/2]
◆ transformUVW()
◆ translate()
auto castor3d::shader::TextureConfigData::translate |
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const |
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◆ TextureConfigurations
◆ fneedYI
sdw::Float castor3d::shader::TextureConfigData::fneedYI |
The documentation for this struct was generated from the following file: