#include <SubmeshComponent.hpp>
◆ SubmeshComponentData()
C3D_API castor3d::SubmeshComponentData::SubmeshComponentData |
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Submesh & | submesh | ) |
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◆ cleanup()
Cleans the submesh.
- Parameters
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[in] | device | The render device. |
◆ copy()
◆ gather()
virtual C3D_API void castor3d::SubmeshComponentData::gather |
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PipelineFlags const & | flags, |
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Pass const & | pass, |
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ObjectBufferOffset const & | bufferOffsets, |
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ashes::BufferCRefArray & | buffers, |
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castor::Vector< uint64_t > & | offsets, |
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ashes::PipelineVertexInputStateCreateInfoCRefArray & | layouts, |
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uint32_t & | currentBinding, |
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uint32_t & | currentLocation ) |
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pure virtual |
Gathers buffers that need to go in a vertex layout.
- Parameters
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[in] | flags | The pipeline flags. |
[in] | pass | The material pass. |
[in] | bufferOffsets | Holds the buffers. |
[in,out] | buffers | Receives the buffers. |
[in,out] | offsets | Receives the buffers offsets. |
[in,out] | layouts | Receives the vertex layouts. |
[in,out] | currentBinding | The current buffer binding. |
[in,out] | currentLocation | The current attribute location. |
Implemented in castor3d::BaseDataComponentT< SubmeshDataT, DataT >::ComponentData, castor3d::InstantiationComponent::ComponentData, castor3d::MeshletComponent::ComponentData, castor3d::MorphComponent::ComponentData, castor3d::PassMasksComponent::ComponentData, castor3d::SkinComponent::ComponentData, and castor3d::IndexMapping::ComponentData.
◆ getUsageFlags()
virtual C3D_API VkBufferUsageFlags castor3d::SubmeshComponentData::getUsageFlags |
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const |
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inlinevirtualnoexcept |
◆ initialise()
Initialises the submesh.
- Parameters
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[in] | device | The render device. |
◆ needsUpdate()
void castor3d::SubmeshComponentData::needsUpdate |
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inline |
◆ upload()
Uploads data on VRAM.
- Parameters
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[in,out] | uploader | Receives the upload requests. |
◆ m_submesh
Submesh& castor3d::SubmeshComponentData::m_submesh |
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protected |
The documentation for this struct was generated from the following file: