|
Visual Computing Library
devel
|
The MaterialUniforms class is responsible for managing the shader uniforms related to a material. More...
#include <vclib/bgfx/drawable/uniforms/material_uniforms.h>
Static Public Member Functions | |
| static void | bind () |
| static void | set (const Material &m, bool vertexColorAvailable, const std::array< bool, N_TEXTURES > &textureAvailable, bool vertexTangentAvailable, bool imageBasedLighting) |
Static Private Attributes | |
| static const uint | N_TEXTURES = toUnderlying(Material::TextureType::COUNT) |
| static std::array< float, 4 > | sBaseColor = {1.0, 1.0, 1.0, 1.0} |
| static Uniform | sBaseColorUniform |
| static std::array< float, 4 > | sEmissiveAlphaCutoffPack |
| static Uniform | sEmissiveAlphaCutoffPackUniform |
| static std::array< float, 4 > | sFactorsPack |
| static Uniform | sFactorsPackUniform |
| static std::array< float, 4 > | sSettings = {0.0, 0.0, 0.0, 0.0} |
| static Uniform | sSettingsUniform |
The MaterialUniforms class is responsible for managing the shader uniforms related to a material.
It provides a static interface to set the uniform data based on the current material data and to bind the uniforms to the shader programs.
|
inlinestaticprivate |
|
inlinestaticprivate |