#include <aglModelShaderAssign.h>
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| | ModelShaderAssign () |
| | ~ModelShaderAssign () |
| const ShaderProgram * | getShaderProgram () const |
| SamplerLocation & | getSamplerLocation (s32 index) |
| const SamplerLocation & | getSamplerLocation (s32 index) const |
| s32 | getSamplerNum () const |
| const nw::g3d::res::ResSampler * | getResSampler (s32 index) const |
| ModelShaderAttribute & | getAttribute () |
| const ModelShaderAttribute & | getAttribute () const |
| void | create (sead::Heap *heap) |
| void | bind (const nw::g3d::res::ResMaterial *p_res_mat, const ShaderProgram *p_program, bool use_res_assign, bool use_shader_symbol_id) |
| void | bindShaderResAssign (const nw::g3d::res::ResMaterial *p_res_mat, const nw::g3d::res::ResShape *p_res_shp, const ShaderProgram *p_program, const char *="Mat") |
| void | bindShader (const nw::g3d::res::ResMaterial *p_res_mat, const nw::g3d::res::ResShape *p_res_shp, const ShaderProgram *p_program, const char *="Mat") |
| void | pushBackSampler (const nw::g3d::res::ResSampler *p_res_sampler, const SamplerLocation &location) |
| void | activateMaterialUniformBlock (const nw::g3d::MaterialObj *p_material) const |
| void | activateTextureSampler (const nw::g3d::MaterialObj *p_material) const |
◆ ModelShaderAssign()
| agl::g3d::ModelShaderAssign::ModelShaderAssign |
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| ) |
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◆ ~ModelShaderAssign()
| agl::g3d::ModelShaderAssign::~ModelShaderAssign |
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| ) |
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◆ getShaderProgram()
| const ShaderProgram * agl::g3d::ModelShaderAssign::getShaderProgram |
( |
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const |
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inline |
◆ getSamplerLocation() [1/2]
| SamplerLocation & agl::g3d::ModelShaderAssign::getSamplerLocation |
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s32 | index | ) |
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inline |
◆ getSamplerLocation() [2/2]
| const SamplerLocation & agl::g3d::ModelShaderAssign::getSamplerLocation |
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s32 | index | ) |
const |
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inline |
◆ getSamplerNum()
| s32 agl::g3d::ModelShaderAssign::getSamplerNum |
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| ) |
const |
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inline |
◆ getResSampler()
◆ getAttribute() [1/2]
◆ getAttribute() [2/2]
◆ create()
| void agl::g3d::ModelShaderAssign::create |
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sead::Heap * | heap | ) |
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◆ bind()
◆ bindShaderResAssign()
◆ bindShader()
◆ pushBackSampler()
◆ activateMaterialUniformBlock()
| void agl::g3d::ModelShaderAssign::activateMaterialUniformBlock |
( |
const nw::g3d::MaterialObj * | p_material | ) |
const |
◆ activateTextureSampler()
| void agl::g3d::ModelShaderAssign::activateTextureSampler |
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const nw::g3d::MaterialObj * | p_material | ) |
const |
◆ clear_()
| void agl::g3d::ModelShaderAssign::clear_ |
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| ) |
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private |
◆ updateLocation_()
| void agl::g3d::ModelShaderAssign::updateLocation_ |
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const char * | uniform_block_name | ) |
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private |
◆ mpProgram
◆ mUniformBlockLocation
◆ mSamplerLocation
◆ mResSampler
◆ mSamplerNum
| u8 agl::g3d::ModelShaderAssign::mSamplerNum |
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private |
◆ mAttribute