Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::Material Member List

This is the complete list of members for Divide::Material, including all inherited members.

_callbackLockDivide::CachedResourcemutableprotected
_contextDivide::Materialprivate
_defaultRenderStatesDivide::Materialprivate
_extraShaderDefinesDivide::Materialprivate
_guidDivide::GUIDWrapperprotected
_instanceLockDivide::Materialmutableprivate
_instancesDivide::Materialprivate
_resourceStateDivide::Resourceprotected
_shaderAttributesHashDivide::Materialprivate
_shaderInfoDivide::Materialprivate
_textureLockDivide::Materialmutableprivate
_texturesDivide::Materialprivate
addShaderDefine(ShaderType type, const string &define, bool addPrefix)Divide::Materialinline
addShaderDefineInternal(ShaderType type, const string &define, bool addPrefix)Divide::Materialinlineprivate
Attorney::MaterialRenderBinDivide::Materialfriend
CachedResource(const ResourceDescriptorBase &descriptor, std::string_view typeName)Divide::CachedResourceexplicit
canDraw(RenderStagePass renderStagePass, bool &shaderJustFinishedLoading)Divide::Material
clearRenderStates()Divide::Material
clone(const std::string_view nameSuffix)Divide::Material
computeAndAppendShaderDefines(ShaderProgramDescriptor &shaderDescriptor, RenderStagePass renderStagePass) constDivide::Materialprivate
computeAndGetProgramHandle(RenderStagePass renderStagePass)Divide::Material
ComputeRenderStateCBK typedefDivide::Material
ComputeShaderCBK typedefDivide::Material
generateGUID() noexceptDivide::GUIDWrapperstatic
getAmbient(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getBaseColour(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getData(U32 bestProbeID, NodeMaterialData &dataOut)Divide::Material
getDescriptorSet(const RenderStagePass &renderStagePass)Divide::Material
getEmissive(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getGUID() const noexceptDivide::GUIDWrapperinline
getInstances() constDivide::Materialinline
getInstancesLocked() const noexceptDivide::Materialinline
getMetallic(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getOcclusion(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getOrCreateRenderStateBlock(RenderStagePass renderStagePass)Divide::Material
getProgramHandle(RenderStagePass renderStagePass) constDivide::Material
getRoughness(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getSortKeys(RenderStagePass renderStagePass, I64 &shaderKey, I64 &textureKey, bool &transparencyFlag) constDivide::Materialprivate
getSpecular(bool &hasTextureOverride, Handle< Texture > &textureOut) const noexceptDivide::Material
getState() const noexceptDivide::Resource
getTexture(TextureSlot textureUsage) constDivide::Materialinline
getTextureInfo(TextureSlot usage) constDivide::Materialinline
GUIDWrapper() noexceptDivide::GUIDWrapperinline
GUIDWrapper(const GUIDWrapper &old) noexceptDivide::GUIDWrapperinline
GUIDWrapper(GUIDWrapper &&old) noexceptDivide::GUIDWrapperinline
hasTransparency() const noexceptDivide::Materialinline
isReflective() const noexceptDivide::Materialinline
isRefractive() const noexceptDivide::Materialinline
load(PlatformContext &context) overrideDivide::Materialvirtual
loadFromXML(const std::string &entryName, const boost::property_tree::ptree &pt)Divide::Material
loadRenderStatesFromXML(const std::string &entryName, const boost::property_tree::ptree &pt)Divide::Materialprivate
loadTextureDataFromXML(const std::string &entryName, const boost::property_tree::ptree &pt)Divide::Materialprivate
lockInstancesForRead() const noexceptDivide::Materialinline
lockInstancesForWrite() const noexceptDivide::Materialinline
Material(const ResourceDescriptor< Material > &descriptor)Divide::Materialexplicit
MAX_SHININESSDivide::Materialstatic
OnShutdown()Divide::Materialstatic
OnStartup()Divide::Materialstatic
operator=(const GUIDWrapper &old)=deleteDivide::GUIDWrapper
operator=(GUIDWrapper &&other)=deleteDivide::GUIDWrapper
POINTER_R_IW(Material, baseMaterial, nullptr)Divide::Material
postLoad()Divide::CachedResourcevirtual
PROPERTY_R(size_t, descriptorHash)Divide::CachedResourceprotected
Divide::Resource::PROPERTY_R(Str< 32 >, typeName)Divide::Resource
Divide::Resource::PROPERTY_R(Str< 256 >, resourceName)Divide::Resource
PROPERTY_R_IW(DescriptorSet, descriptorSetSecondaryPass)Divide::Material
PROPERTY_R_IW(DescriptorSet, descriptorSetMainPass)Divide::Material
PROPERTY_R_IW(DescriptorSet, descriptorSetPrePass)Divide::Material
PROPERTY_R_IW(DescriptorSet, descriptorSetShadow)Divide::Material
PROPERTY_R_IW(AttributeMap, shaderAttributes)Divide::Material
PROPERTY_R_IW(PrimitiveTopology, topology, PrimitiveTopology::COUNT)Divide::Material
PROPERTY_RW(Properties, properties)Divide::Material
PROPERTY_RW(ShaderData, baseShaderData)Divide::Material
PROPERTY_RW(ComputeShaderCBK, computeShaderCBK)Divide::Material
PROPERTY_RW(ComputeRenderStateCBK, computeRenderStateCBK)Divide::Material
PROPERTY_RW(RecomputeShadersCBK, recomputeShadersCBK)Divide::Material
PROPERTY_RW(UpdatePriority, updatePriorirty, UpdatePriority::Default)Divide::Material
PROPERTY_RW(bool, ignoreXMLData, false)Divide::Material
PROPERTY_RW(bool, ignoreShaderCache, false)Divide::Material
Divide::CachedResource::PROPERTY_RW(ResourcePath, assetLocation)Divide::CachedResourceprotected
Divide::CachedResource::PROPERTY_RW(Str< 256 >, assetName)Divide::CachedResourceprotected
rebuild()Divide::Material
recomputeShaders()Divide::Materialprivate
RecomputeShaders()Divide::Materialstatic
RecomputeShadersCBK typedefDivide::Material
Resource(std::string_view resourceName, std::string_view typeName)Divide::Resourceexplicit
s_shadersDirtyDivide::Materialprivatestatic
saveRenderStatesToXML(const std::string &entryName, boost::property_tree::ptree &pt) constDivide::Materialprivate
saveTextureDataToXML(const std::string &entryName, boost::property_tree::ptree &pt) constDivide::Materialprivate
saveToXML(const std::string &entryName, boost::property_tree::ptree &pt) constDivide::Material
setPipelineLayout(PrimitiveTopology topology, const AttributeMap &shaderAttributes)Divide::Material
setRenderStateBlock(const RenderStateBlock &renderStateBlock, RenderStage stage, RenderPassType pass, RenderStagePass::VariantType variant=RenderStagePass::VariantType::COUNT)Divide::Material
setSampler(TextureSlot textureUsageSlot, SamplerDescriptor sampler)Divide::Material
setShaderProgramInternal(ShaderProgramDescriptor shaderDescriptor, RenderStagePass stagePass)Divide::Materialprivate
setState(ResourceState currentState) finalDivide::CachedResourcevirtual
setTexture(TextureSlot textureUsageSlot, Handle< Texture > texture, SamplerDescriptor sampler, TextureOperation op, bool useInGeometryPasses=false)Divide::Material
setTexture(TextureSlot textureUsageSlot, const ResourceDescriptor< Texture > &texture, SamplerDescriptor sampler, TextureOperation op, bool useInGeometryPasses=false)Divide::Material
setTextureLocked(TextureSlot textureUsageSlot, Handle< Texture > texture, SamplerDescriptor sampler, TextureOperation op, bool useInGeometryPasses)Divide::Materialprivate
setTextureLocked(TextureSlot textureUsageSlot, const ResourceDescriptor< Texture > &texture, SamplerDescriptor sampler, TextureOperation op, bool useInGeometryPasses)Divide::Materialprivate
setTextureOperation(TextureSlot textureUsageSlot, TextureOperation op)Divide::Material
shaderDefines(ShaderType type) constDivide::Materialinline
shaderInfo(RenderStagePass renderStagePass)Divide::Materialinlineprivate
shaderInfo(RenderStagePass renderStagePass) constDivide::Materialinlineprivate
SpecularGlossiness typedefDivide::Material
StatePassesPerStage typedefDivide::Material
StatesPerVariant typedefDivide::Material
StateVariantsPerPass typedefDivide::Material
unload() overrideDivide::Materialvirtual
unlockInstancesForRead() const noexceptDivide::Materialinline
unlockInstancesForWrite() const noexceptDivide::Materialinline
update(U64 deltaTimeUS)Divide::Material
Update(U64 deltaTimeUS)Divide::Materialstatic
updateCullState()Divide::Material
UpdatePriority enum nameDivide::Material
updateTransparency()Divide::Materialprivate
usesTextureInShader(TextureSlot slot, bool isPrePass, bool isShadowPass) const noexceptDivide::Materialprivate
~GUIDWrapper()=defaultDivide::GUIDWrappervirtual