Skylicht Engine
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Skylicht::SUniform Struct Reference

Structure describing a shader uniform. Holds name, type, values, binding info and platform specifics. More...

#include <Material/Shader/CShader.h>

Public Member Functions

 SUniform ()
 Default constructor initializing values.

Public Attributes

std::string Name
 Uniform name (as in shader source).
EUniformType Type
 Uniform type (see EUniformType).
int ValueIndex
 Index for parameter arrays.
float Value [16]
 Default or set values.
int FloatSize
 Number of floats used.
int ArraySize
 Array size(for bone matrices etc.).
bool IsMatrix
 True if uniform is matrix type.
bool IsNormal
 True if uniform is a normal map texture.
int SizeOfUniform
 Total size in floats.
bool OpenGL
 Supported on OpenGL.
bool DirectX
int UniformShaderID
 Internal shader variable ID.
float Min
 Minimum allowed value(for UI).
float Max
 Maximum allowed value(for UI).

Detailed Description

Structure describing a shader uniform. Holds name, type, values, binding info and platform specifics.

Member Data Documentation

◆ DirectX

bool Skylicht::SUniform::DirectX

Supported on DirectX Uniform texture doesn't need to be bound to a slot ID on the DirectX shader. Therefore, when the uniform is a texture, you should set DirectX=false in xml shader .


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