LightCompound node implementation for GLSL.
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#include <LightCompoundNodeGlsl.h>
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| LightCompoundNodeGlsl () |
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const string & | getTarget () const override |
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void | initialize (const InterfaceElement &element, GenContext &context) override |
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void | createVariables (const ShaderNode &node, GenContext &context, Shader &shader) const override |
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void | emitFunctionDefinition (const ShaderNode &node, GenContext &context, ShaderStage &stage) const override |
| Emit function definition for the given node instance. More...
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void | emitFunctionCall (const ShaderNode &node, GenContext &context, ShaderStage &stage) const override |
| Emit the function call or inline source code for given node instance in the given context. More...
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void | initialize (const InterfaceElement &element, GenContext &context) override |
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void | createVariables (const ShaderNode &node, GenContext &context, Shader &shader) const override |
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void | emitFunctionDefinition (const ShaderNode &node, GenContext &context, ShaderStage &stage) const override |
| Emit function definition for the given node instance. More...
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void | emitFunctionCall (const ShaderNode &node, GenContext &context, ShaderStage &stage) const override |
| Emit the function call or inline source code for given node instance in the given context. More...
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ShaderGraph * | getGraph () const override |
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virtual | ~ShaderNodeImpl () |
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const string & | getName () const |
| Return the name of this implementation. More...
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size_t | getHash () const |
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virtual void | addInputs (ShaderNode &node, GenContext &context) const |
| Add additional inputs on a node. More...
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virtual void | setValues (const Node &node, ShaderNode &shaderNode, GenContext &context) const |
| Set values for additional inputs on a node. More...
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virtual void | addClassification (ShaderNode &node) const |
| Add additional classifications on a node. More...
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virtual void | emitOutputVariables (const ShaderNode &node, GenContext &context, ShaderStage &stage) const |
| Emit declaration and initialization of output variables to use in a function call. More...
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virtual bool | isEditable (const ShaderInput &) const |
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virtual bool | isEditable (const ShaderGraphInputSocket &) const |
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LightCompound node implementation for GLSL.
Definition at line 20 of file LightCompoundNodeGlsl.h.
LightCompoundNodeGlsl::LightCompoundNodeGlsl |
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Create shader variables needed for the implementation of this node (e.g. uniforms, inputs and outputs). Used if the node requires input data from the application.
Reimplemented from ShaderNodeImpl.
Emit the function call or inline source code for given node instance in the given context.
Reimplemented from ShaderNodeImpl.
Emit function definition for the given node instance.
Reimplemented from ShaderNodeImpl.
const string& LightCompoundNodeGlsl::getTarget |
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Return an identifier for the target used by this implementation. By default an empty string is returned, representing all targets. Only override this method if your derived node implementation class is for a specific target.
Reimplemented from ShaderNodeImpl.
Initialize with the given implementation element. Initialization must set the name and hash for the implementation, as well as any other data needed to emit code for the node.
Reimplemented from ShaderNodeImpl.
The documentation for this class was generated from the following file: