A class that stores the input data for a shader program.
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#include <omGraphicsShaderBindingData.h>
A class that stores the input data for a shader program.
om::graphics::materials::ShaderBindingData::ShaderBindingData |
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Create a new shader binding data object with no allocated data.
om::graphics::materials::ShaderBindingData::ShaderBindingData |
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Size |
constantDataCapacity, |
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Size |
textureCapacity, |
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Size |
vertexBufferCapacity |
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inline |
Create a new shader binding data object with the specified initial capacity for each data type.
Size om::graphics::materials::ShaderBindingData::getConstantDataSize |
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const |
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inline |
Return an pointer to the internal array of shader constant data.
UByte* om::graphics::materials::ShaderBindingData::getConstants |
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inline |
Return a pointer to the internal array of shader constant data.
const UByte* om::graphics::materials::ShaderBindingData::getConstants |
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const |
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Return a const pointer to the internal array of shader constant data.
UByte* om::graphics::materials::ShaderBindingData::allocateConstant |
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Size |
sizeInBytes | ) |
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inline |
Allocate a new constant for this shader binding data and return a pointer to the constant storage.
void om::graphics::materials::ShaderBindingData::clearConstants |
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Remove all stored constants from this shader binding data object.
Size om::graphics::materials::ShaderBindingData::getTextureCount |
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const |
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inline |
Return an pointer to the internal array of shader textures.
Texture** om::graphics::materials::ShaderBindingData::getTextures |
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Return a pointer to the internal array of shader textures.
Texture* const* om::graphics::materials::ShaderBindingData::getTextures |
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const |
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inline |
Return a const pointer to the internal array of shader textures.
Texture** om::graphics::materials::ShaderBindingData::allocateTextures |
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Size |
texturesToAdd | ) |
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inline |
Allocate the specified number of textures for this shader binding data and return a pointer to the texture storage.
void om::graphics::materials::ShaderBindingData::clearTextures |
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Remove all stored textures from this shader binding data object.
Size om::graphics::materials::ShaderBindingData::getVertexBufferCount |
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const |
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inline |
Return an pointer to the internal array of shader vertex buffers.
VertexBuffer** om::graphics::materials::ShaderBindingData::getVertexBuffers |
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inline |
Return a pointer to the internal array of shader vertex buffers.
VertexBuffer* const* om::graphics::materials::ShaderBindingData::getVertexBuffers |
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const |
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inline |
Return a const pointer to the internal array of shader vertex buffers.
VertexBuffer** om::graphics::materials::ShaderBindingData::allocateVertexBuffers |
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Size |
buffersToAdd | ) |
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inline |
Allocate the specified number of vertex buffers for this shader binding data and return a pointer to the buffer storage.
void om::graphics::materials::ShaderBindingData::clearVertexBuffers |
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Remove all stored vertex buffers from this shader binding data object.
Size om::graphics::materials::ShaderBindingData::getMinimumVertexBufferCapacity |
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const |
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inline |
Return the smallest number of elements that are in any vertex buffer that is part of this shader pass.
If there are no vertex buffers attached, 0 is returned. This method can be used to make sure that a shader pass has enough vertex data for a particular draw call or index buffer.
void om::graphics::materials::ShaderBindingData::setData |
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const ShaderBindingData & |
other | ) |
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inline |
Copy all data from the other shader binding data object into this one.
The documentation for this class was generated from the following file: