Visual Computing Library  devel
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vcl::MaterialUniforms Class Reference

Public Member Functions

void bind () const
 
const std::array< float, 4 > & currentBaseColor () const
 
const std::array< float, 4 > & currentEmissiveAlphaCutoffPack () const
 
const std::array< float, 4 > & currentFactorsPack () const
 
const std::array< float, 4 > & currentSettings () const
 
void update (const Material &m, bool vertexColorAvailable, const std::array< bool, N_TEXTURES > &textureAvailable, bool vertexTangentAvailable)
 

Private Attributes

std::array< float, 4 > mBaseColor = {1.0, 1.0, 1.0, 1.0}
 
Uniform mBaseColorUniform
 
std::array< float, 4 > mEmissiveAlphaCutoffPack = {0.0, 0.0, 0.0, 0.5}
 
Uniform mEmissiveAlphaCutoffPackUniform
 
std::array< float, 4 > mFactorsPack
 
Uniform mFactorsPackUniform
 
std::array< float, 4 > mSettings = {0.0, 0.0, 0.0, 0.0}
 
Uniform mSettingsUniform = Uniform("u_settings", bgfx::UniformType::Vec4)
 

Static Private Attributes

static const uint N_TEXTURES = toUnderlying(Material::TextureType::COUNT)
 

Member Data Documentation

◆ mBaseColorUniform

Uniform vcl::MaterialUniforms::mBaseColorUniform
private
Initial value:
=
Uniform("u_baseColorFactor", bgfx::UniformType::Vec4)

◆ mEmissiveAlphaCutoffPackUniform

Uniform vcl::MaterialUniforms::mEmissiveAlphaCutoffPackUniform
private
Initial value:
=
Uniform("u_emissiveAlphaCutoffPack", bgfx::UniformType::Vec4)

◆ mFactorsPack

std::array<float, 4> vcl::MaterialUniforms::mFactorsPack
private
Initial value:
= {
1.0,
1.0,
1.0,
1.0
}

◆ mFactorsPackUniform

Uniform vcl::MaterialUniforms::mFactorsPackUniform
private
Initial value:
=
Uniform("u_FactorsPack", bgfx::UniformType::Vec4)

The documentation for this class was generated from the following file: