struct new in Git master
DistanceFieldVectorDrawUniformPer-draw uniform for distance field vector shaders.
Together with the generic TransformationProjectionUniform2D / TransformationProjectionUniform3D contains parameters that are specific to each draw call. Texture transformation, if needed, is supplied separately in a TextureTransformationUniform; material-related properties are expected to be shared among multiple draw calls and thus are provided in a separate DistanceFieldVectorMaterialUniform structure, referenced by materialId.
Constructors, destructors, conversion operators
- DistanceFieldVectorDrawUniform(DefaultInitT = DefaultInit) explicit constexpr noexcept
- Construct with default parameters.
- DistanceFieldVectorDrawUniform(NoInitT) explicit noexcept
- Construct without initializing the contents.
Public variables
- UnsignedShort materialId
- Material ID.
Convenience setters
Provided to allow the use of method chaining for populating a structure in a single expression, otherwise equivalent to accessing the fields directly. Also guaranteed to provide backwards compatibility when packing of the actual fields changes.
- auto setMaterialId(UnsignedInt id) -> DistanceFieldVectorDrawUniform&
- Set the materialId field.
Function documentation
DistanceFieldVectorDrawUniform& Magnum:: Shaders:: DistanceFieldVectorDrawUniform:: setMaterialId(UnsignedInt id)
Set the materialId field.
Returns | Reference to self (for method chaining) |
---|
Variable documentation
UnsignedShort Magnum:: Shaders:: DistanceFieldVectorDrawUniform:: materialId
Material ID.
References a particular material from a DistanceFieldVectorMaterialUniform array. Useful when an UBO with more than one material is supplied or in a multi-draw scenario. Should be less than the material count passed to DistanceFieldVectorGL::1
, this field is assumed to be 0
and isn't even read by the shader. Default value is 0
, meaning the first material gets used.