MQEngine
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#include <Tech.h>
Public 成员函数 | |
构造与配置 | |
template<typename... Args> | |
Tech (Args... args) | |
访问器 | |
const std::string & | getName () const |
const std::string & | getVertexShaderSource () const |
const std::string & | getPixelShaderSource () const |
const std::vector< FCT::VertexLayout > & | getVertexLayouts () const |
const FCT::PixelLayout & | getPixelLayout () const |
const std::vector< FCT::UniformSlot > & | getUniformSlots () const |
const std::vector< FCT::SamplerSlot > & | getSamplerSlots () const |
const std::vector< FCT::TextureSlot > & | getTextureSlots () const |
const std::string & | getPassName () const |
const ShaderRef & | getVertexShaderRef () const |
const ShaderRef & | getPixelShaderRef () const |
const ComponentFilter & | getComponentFilter () const |
实体操作回调 | |
void | executeEntityOperationCallback (entt::registry ®istry, entt::entity entity, FCT::Layout *layout, FCT::RHI::CommandBuffer *cmdBuf) const |
内部设置器(供TechManager使用) | |
void | setPassName (const std::string &passName) |
void | setVertexShaderRef (const ShaderRef &ref) |
void | setPixelShaderRef (const ShaderRef &ref) |
void | setBindCallback (const TechBindCallback &callback) |
void | setEntityOperationCallback (const EntityOperationCallback &callback) |
回调执行 | |
void | executeBindCallback (FCT::Layout *layout) const |
Private 成员函数 | |
void | processArgs () |
template<typename... Args> | |
void | processArgs (const TechName &name, Args... args) |
template<typename... Args> | |
void | processArgs (const VertexShaderSource &vs, Args... args) |
template<typename... Args> | |
void | processArgs (const PixelShaderSource &ps, Args... args) |
template<typename... Args> | |
void | processArgs (const FCT::VertexLayout &layout, Args... args) |
template<typename... Args> | |
void | processArgs (const std::vector< FCT::VertexLayout > &layouts, Args... args) |
template<typename... Args> | |
void | processArgs (const FCT::PixelLayout &layout, Args... args) |
template<typename... Args> | |
void | processArgs (const FCT::UniformSlot &slot, Args... args) |
template<typename... Args> | |
void | processArgs (const std::vector< FCT::UniformSlot > &slots, Args... args) |
template<typename... Args> | |
void | processArgs (const FCT::SamplerSlot &slot, Args... args) |
template<typename... Args> | |
void | processArgs (const std::vector< FCT::SamplerSlot > &slots, Args... args) |
template<typename... Args> | |
void | processArgs (const FCT::TextureSlot &slot, Args... args) |
template<typename... Args> | |
void | processArgs (const std::vector< FCT::TextureSlot > &slots, Args... args) |
template<typename... Args> | |
void | processArgs (const ComponentFilter &filter, Args... args) |
template<typename... Args> | |
void | processArgs (const TechBindCallback &callback, Args... args) |
template<typename... Args> | |
void | processArgs (const EntityOperationCallback &callback, Args... args) |
Private 属性 | |
std::string | m_name |
std::string | m_vs_source |
std::string | m_ps_source |
std::vector< FCT::VertexLayout > | m_vertexLayouts |
FCT::PixelLayout | m_pixelLayout |
std::vector< FCT::UniformSlot > | m_uniformSlots |
std::vector< FCT::SamplerSlot > | m_samplerSlots |
std::vector< FCT::TextureSlot > | m_textureSlots |
ShaderRef | m_vs_ref |
ShaderRef | m_ps_ref |
std::string | m_passName |
ComponentFilter | m_componentFilter |
TechBindCallback | m_bindCallback |
EntityOperationCallback | m_entityOperationCallback |
MQEngine::Tech::Tech | ( | Args... | args | ) |
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