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| DeferredLightingShaderPBRFoliageImplementation (Renderer *renderer) |
| Public constructor. More...
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virtual const string | getId () override |
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virtual void | initialize () override |
| Initialize renderer. More...
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virtual void | registerShader () override |
| Register shader. More...
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virtual void | useProgram (Engine *engine, int contextIdx) override |
| Use lighting program. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx) override |
| Update shader parameters. More...
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| LightingShaderPBRBaseImplementation (Renderer *renderer) |
| Public constructor. More...
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virtual bool | isInitialized () override |
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virtual void | initialize () override |
| Initialize renderer. More...
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virtual void | useProgram (Engine *engine, int contextIdx) override |
| Use lighting program. More...
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virtual void | unUseProgram (int contextIdx) override |
| Unuse lighting program. More...
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virtual void | updateEffect (Renderer *renderer, int contextIdx) override |
| Update effect to program. More...
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virtual void | updateMaterial (Renderer *renderer, int contextIdx) override |
| Update material to program. More...
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virtual void | updateLight (Renderer *renderer, int contextIdx, int32_t lightId) override |
| Update light to program. More...
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virtual void | updateMatrices (Renderer *renderer, int contextIdx) override |
| Update matrices to program. More...
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virtual void | updateTextureMatrix (Renderer *renderer, int contextIdx) override |
| Update texture matrix to program. More...
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virtual void | bindTexture (Renderer *renderer, int contextIdx, int32_t textureId) override |
| Bind texture. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx) override=0 |
| Update shader parameters. More...
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virtual | ~LightingShaderImplementation () |
| Destructor. More...
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virtual const string | getId ()=0 |
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virtual bool | isInitialized ()=0 |
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virtual void | initialize ()=0 |
| Initialize renderer. More...
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virtual void | registerShader ()=0 |
| Register shader. More...
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virtual void | useProgram (Engine *engine, int contextIdx)=0 |
| Use lighting program. More...
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virtual void | unUseProgram (int contextIdx)=0 |
| Unuse lighting program. More...
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virtual void | updateEffect (Renderer *renderer, int contextIdx)=0 |
| Update effect to program. More...
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virtual void | updateMaterial (Renderer *renderer, int contextIdx)=0 |
| Update material to program. More...
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virtual void | updateLight (Renderer *renderer, int contextIdx, int32_t lightId)=0 |
| Update light to program. More...
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virtual void | updateMatrices (Renderer *renderer, int contextIdx)=0 |
| Update matrices to program. More...
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virtual void | updateTextureMatrix (Renderer *renderer, int contextIdx)=0 |
| Update texture matrix to program. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx)=0 |
| Update shader parameters. More...
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virtual void | bindTexture (Renderer *renderer, int contextIdx, int32_t textureId)=0 |
| Bind texture. More...
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int32_t | programId { -1 } |
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int32_t | fragmentShaderId { -1 } |
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int32_t | vertexShaderId { -1 } |
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int32_t | uniformBaseColorFactor { -1 } |
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int32_t | uniformBaseColorSampler { -1 } |
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int32_t | uniformBaseColorSamplerAvailable { -1 } |
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int32_t | uniformAlphaCutoffEnabled { -1 } |
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int32_t | uniformAlphaCutoff { -1 } |
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int32_t | uniformCamera { -1 } |
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int32_t | uniformExposure { -1 } |
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int32_t | uniformMetallicFactor { -1 } |
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int32_t | uniformMetallicRoughnessSampler { -1 } |
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int32_t | uniformMetallicRoughnessSamplerAvailable { -1 } |
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int32_t | uniformNormalSampler { -1 } |
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int32_t | uniformNormalSamplerAvailable { -1 } |
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int32_t | uniformNormalScale { -1 } |
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int32_t | uniformRoughnessFactor { -1 } |
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int32_t | uniformViewProjectionMatrix { -1 } |
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int32_t | uniformDiffuseEnvSampler { -1 } |
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int32_t | uniformSpecularEnvSampler { -1 } |
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int32_t | uniformbrdfLUT { -1 } |
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int32_t | textureDiffuseEnvSampler { -1 } |
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int32_t | textureSpecularEnvSampler { -1 } |
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int32_t | texturebrdfLUT { -1 } |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightEnabled |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightAmbient |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightDirection |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightRange |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightColor |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightIntensity |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightPosition |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightInnerConeCos |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightOuterConeCos |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightType |
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bool | initialized { false } |
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Renderer * | renderer { nullptr } |
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Lighting shader implementation.
- Author
- Andreas Drewke
- Version
- $Id$
Definition at line 18 of file DeferredLightingShaderPBRFoliageImplementation.h.