Keyframes Layers trueSKY Actor

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class Effect

Include: Sky/BaseAtmosphericsRenderer.h

Functions

void Apply(simul::crossplatform::DeviceContext deviceContext, char tech_name, char pass)
void Apply(simul::crossplatform::DeviceContext deviceContext, char tech_name, int pass)
void Apply(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::EffectTechnique effectTechnique, int pass)
void Apply(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::EffectTechnique effectTechnique, char pass)
void EnsureEffect(simul::crossplatform::RenderPlatform r, char filename_utf8)
simul::crossplatform::SamplerStateAssignmentMap & GetSamplers()
void Reapply(simul::crossplatform::DeviceContext deviceContext)
void SetConstantBuffer(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ConstantBufferBase s)
void SetSamplerState(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::SamplerState s)
void SetTexture(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::Texture tex, int array_idx, int mip)
void SetTexture(simul::crossplatform::DeviceContext deviceContext, char name, simul::crossplatform::Texture tex, int array_idx, int mip)
void SetUnorderedAccessView(simul::crossplatform::DeviceContext deviceContext, char name, simul::crossplatform::Texture tex, int index, int mip)
void SetUnorderedAccessView(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::Texture tex, int index, int mip)
void Unapply(simul::crossplatform::DeviceContext deviceContext)
void UnbindTextures(simul::crossplatform::DeviceContext deviceContext)

Functions

void Apply(simul::crossplatform::DeviceContext deviceContext, char tech_name, char pass)

Activate the shader. Unapply must be called after rendering is done.

void Apply(simul::crossplatform::DeviceContext deviceContext, char tech_name, int pass)

Activate the shader. Unapply must be called after rendering is done.

void Apply(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::EffectTechnique effectTechnique, int pass)

Activate the shader. Unapply must be called after rendering is done.

void Apply(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::EffectTechnique effectTechnique, char pass)

Activate the shader. Unapply must be called after rendering is done.

void EnsureEffect(simul::crossplatform::RenderPlatform r, char filename_utf8)

Ensure it’s built and up-to-date.

simul::crossplatform::SamplerStateAssignmentMap & GetSamplers()

Map of sampler states used by this effect

void Reapply(simul::crossplatform::DeviceContext deviceContext)

Call Reapply between Apply and Unapply to apply the effect of modified constant buffers etc.

void SetConstantBuffer(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ConstantBufferBase s)

Set a constant buffer for this effect.

void SetSamplerState(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::SamplerState s)

Set the texture for this effect.

void SetTexture(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::Texture tex, int array_idx, int mip)

Set the texture for this effect. If mip is specified, the specific mipmap will be used, otherwise it’s the full texture with all its mipmaps.

void SetTexture(simul::crossplatform::DeviceContext deviceContext, char name, simul::crossplatform::Texture tex, int array_idx, int mip)

Set the texture for this effect. If mip is specified, the specific mipmap will be used, otherwise it’s the full texture with all its mipmaps.

void SetUnorderedAccessView(simul::crossplatform::DeviceContext deviceContext, char name, simul::crossplatform::Texture tex, int index, int mip)

Set the texture for read-write access by compute shaders in this effect.

void SetUnorderedAccessView(simul::crossplatform::DeviceContext deviceContext, simul::crossplatform::ShaderResource name, simul::crossplatform::Texture tex, int index, int mip)

Set the texture for read-write access by compute shaders in this effect.

void Unapply(simul::crossplatform::DeviceContext deviceContext)

Deactivate the shader.

void UnbindTextures(simul::crossplatform::DeviceContext deviceContext)

Zero-out the textures that are set for this shader. Call before apply.

Fields

renderPlatform The cross-platform base class for shader effects.