Magnum::Shaders::LineDrawUniform struct new in Git master

Per-draw uniform for line shaders.

Together with the generic TransformationProjectionUniform2D / TransformationProjectionUniform3D contains parameters that are specific to each draw call. Material-related properties are expected to be shared among multiple draw calls and thus are provided in a separate LineMaterialUniform structure, referenced by materialId.

Constructors, destructors, conversion operators

LineDrawUniform(DefaultInitT = DefaultInit) explicit constexpr noexcept
Construct with default parameters.
LineDrawUniform(NoInitT) explicit noexcept
Construct without initializing the contents.

Public variables

UnsignedShort materialId
Material ID.
UnsignedInt objectId
Object 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) -> LineDrawUniform&
Set the materialId field.
auto setObjectId(UnsignedInt id) -> LineDrawUniform&
Set the objectId field.

Function documentation

LineDrawUniform& Magnum::Shaders::LineDrawUniform::setMaterialId(UnsignedInt id)

Set the materialId field.

Returns Reference to self (for method chaining)

LineDrawUniform& Magnum::Shaders::LineDrawUniform::setObjectId(UnsignedInt id)

Set the objectId field.

Returns Reference to self (for method chaining)

Variable documentation

UnsignedShort Magnum::Shaders::LineDrawUniform::materialId

Material ID.

References a particular material from a LineMaterialUniform 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 LineGL::Configuration::setMaterialCount(), if material count is 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.

UnsignedInt Magnum::Shaders::LineDrawUniform::objectId

Object ID.

Used only for the object ID framebuffer output, not to access any other uniform data. Default value is 0.

Used only if LineGL::Flag::ObjectId is enabled, ignored otherwise. If LineGL::Flag::InstancedObjectId is enabled as well, this value is added to the ID coming from the LineGL::ObjectId attribute.