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