#include <shadow2d.h>
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| | Shadow2D (Raster::Light *pLight, bool caster, bool dynamic, const Attribute &attribute) |
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| virtual | ~Shadow2D () |
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| virtual void | create (Material *pMaterial) |
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| virtual void | addShaderResources (Material *pMaterial) |
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| virtual void | addShaderCode (Material *pMaterial) |
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| void | setShadowMVP (const Matrix4f &matrix) |
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| void | setEnabled (bool enabled) |
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| Raster::Light * | getLight () |
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| bool | isCaster () |
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| bool | isDynamic () |
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| | Texture (const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed) |
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| | Texture (Engine::Texture *pTexture, const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed) |
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| virtual | ~Texture () |
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| virtual void | update (Material *pMaterial) |
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| Engine::Texture * | getTexture () |
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| virtual void | setTexture (Engine::Texture *pTexture) |
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| bool | isProjection () |
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| bool | isMixed () |
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| | Sampler (const char *samplerName, const Attribute &attribute) |
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| virtual | ~Sampler () |
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| uint | getSamplerIndex () |
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◆ Shadow2D()
| Texel::Shadow2D::Shadow2D |
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Raster::Light * | pLight, |
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bool | caster, |
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bool | dynamic, |
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const Attribute & | attribute ) |
◆ ~Shadow2D()
| virtual Texel::Shadow2D::~Shadow2D |
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◆ addShaderCode()
| virtual void Texel::Shadow2D::addShaderCode |
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Material * | pMaterial | ) |
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◆ addShaderResources()
| virtual void Texel::Shadow2D::addShaderResources |
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Material * | pMaterial | ) |
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◆ create()
| virtual void Texel::Shadow2D::create |
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Material * | pMaterial | ) |
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◆ getLight()
| Raster::Light * Texel::Shadow2D::getLight |
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◆ isCaster()
| bool Texel::Shadow2D::isCaster |
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◆ isDynamic()
| bool Texel::Shadow2D::isDynamic |
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◆ setEnabled()
| void Texel::Shadow2D::setEnabled |
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bool | enabled | ) |
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◆ setShadowMVP()
| void Texel::Shadow2D::setShadowMVP |
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const Matrix4f & | matrix | ) |
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◆ caster
| bool Texel::Shadow2D::caster |
True if this component is simultaneously casting shadow.
◆ dynamic
| bool Texel::Shadow2D::dynamic |
The if the shadow is updated upon each render.
◆ enabled
| int Texel::Shadow2D::enabled |
◆ enabledStr
| String Texel::Shadow2D::enabledStr |
◆ enabledStrBase
| const String Texel::Shadow2D::enabledStrBase |
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◆ pLight
| Raster::Light* Texel::Shadow2D::pLight |
The light within the scene.
◆ shadowCoordStr
| String Texel::Shadow2D::shadowCoordStr |
◆ shadowCoordStrBase
| const String Texel::Shadow2D::shadowCoordStrBase |
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◆ shadowMVP
◆ shadowMVPStr
| String Texel::Shadow2D::shadowMVPStr |
◆ shadowMVPStrBase
| const String Texel::Shadow2D::shadowMVPStrBase |
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static |
The documentation for this class was generated from the following file: