#include <SceneShaderData.h>
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| SceneShaderData (GFXDevice &context) |
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void | appData (const U32 elapsedGameTimeMS, const U32 elapsedAppTimeMS, const MaterialDebugFlag materialDebugFlag) |
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void | sunDetails (const vec3< F32 > &sunDirection, const FColour3 &colour, const F32 altitude, const F32 azimuth) noexcept |
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void | fogDetails (const FogDetails &details) noexcept |
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void | fogDensity (F32 density, F32 scatter) noexcept |
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void | windDetails (const F32 directionX, const F32 directionY, const F32 directionZ, const F32 speed) noexcept |
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bool | waterDetails (const U8 index, const WaterBodyData &data) noexcept |
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bool | probeState (const U16 index, const bool state) noexcept |
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bool | probeData (const U16 index, const vec3< F32 > ¢er, const vec3< F32 > &halfExtents) noexcept |
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void | updateSceneDescriptorSet (GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) |
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Definition at line 56 of file SceneShaderData.h.
◆ ProbeBufferData
◆ SceneShaderData()
Divide::SceneShaderData::SceneShaderData |
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GFXDevice & |
context | ) |
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explicit |
◆ appData()
void Divide::SceneShaderData::appData |
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const U32 |
elapsedGameTimeMS, |
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const U32 |
elapsedAppTimeMS, |
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const MaterialDebugFlag |
materialDebugFlag |
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) |
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inline |
◆ fogDensity()
void Divide::SceneShaderData::fogDensity |
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F32 |
density, |
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F32 |
scatter |
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) |
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inlinenoexcept |
◆ fogDetails()
void Divide::SceneShaderData::fogDetails |
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const FogDetails & |
details | ) |
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inlinenoexcept |
◆ probeData()
bool Divide::SceneShaderData::probeData |
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const U16 |
index, |
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const vec3< F32 > & |
center, |
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const vec3< F32 > & |
halfExtents |
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) |
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inlinenoexcept |
◆ probeState()
bool Divide::SceneShaderData::probeState |
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const U16 |
index, |
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const bool |
state |
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) |
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inlinenoexcept |
◆ sunDetails()
void Divide::SceneShaderData::sunDetails |
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const vec3< F32 > & |
sunDirection, |
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const FColour3 & |
colour, |
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const F32 |
altitude, |
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const F32 |
azimuth |
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) |
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inlinenoexcept |
◆ updateSceneDescriptorSet()
◆ waterDetails()
bool Divide::SceneShaderData::waterDetails |
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const U8 |
index, |
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const WaterBodyData & |
data |
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) |
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inlinenoexcept |
◆ windDetails()
void Divide::SceneShaderData::windDetails |
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const F32 |
directionX, |
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const F32 |
directionY, |
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const F32 |
directionZ, |
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const F32 |
speed |
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) |
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inlinenoexcept |
◆ _context
◆ _probeData
◆ _probeDataDirty
bool Divide::SceneShaderData::_probeDataDirty = true |
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private |
◆ _probeShaderData
ShaderBuffer_uptr Divide::SceneShaderData::_probeShaderData |
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private |
◆ _sceneBufferData
◆ _sceneDataDirty
bool Divide::SceneShaderData::_sceneDataDirty = true |
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private |
◆ _sceneShaderData
ShaderBuffer_uptr Divide::SceneShaderData::_sceneShaderData |
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private |
Generic scene data that doesn't change per shader.
Definition at line 200 of file SceneShaderData.h.
The documentation for this class was generated from the following files: