Jolt Physics
A multi core friendly Game Physics Engine
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HairShaders Class Reference

This class loads the shaders used by the hair system. This can be shared among all hair instances. More...

#include <HairShaders.h>

Inheritance diagram for HairShaders:
RefTarget< HairShaders >

Public Member Functions

void Init (ComputeSystem *inComputeSystem)
 
- Public Member Functions inherited from RefTarget< HairShaders >
 RefTarget ()=default
 Constructor.
 
 RefTarget (const RefTarget &)
 
 ~RefTarget ()
 assert no one is referencing us
 
void SetEmbedded () const
 
RefTarget & operator= (const RefTarget &)
 Assignment operator.
 
uint32 GetRefCount () const
 Get current refcount of this object.
 
void AddRef () const
 Add or release a reference to this object.
 
void Release () const
 

Public Attributes

Ref< ComputeShader > mTeleportCS
 
Ref< ComputeShader > mApplyDeltaTransformCS
 
Ref< ComputeShader > mSkinVerticesCS
 
Ref< ComputeShader > mSkinRootsCS
 
Ref< ComputeShader > mApplyGlobalPoseCS
 
Ref< ComputeShader > mCalculateCollisionPlanesCS
 
Ref< ComputeShader > mGridClearCS
 
Ref< ComputeShader > mGridAccumulateCS
 
Ref< ComputeShader > mGridNormalizeCS
 
Ref< ComputeShader > mIntegrateCS
 
Ref< ComputeShader > mUpdateRootsCS
 
Ref< ComputeShader > mUpdateStrandsCS
 
Ref< ComputeShader > mUpdateVelocityCS
 
Ref< ComputeShader > mUpdateVelocityIntegrateCS
 
Ref< ComputeShader > mCalculateRenderPositionsCS
 

Additional Inherited Members

- Static Public Member Functions inherited from RefTarget< HairShaders >
static int sInternalGetRefCountOffset ()
 INTERNAL HELPER FUNCTION USED BY SERIALIZATION.
 
- Protected Attributes inherited from RefTarget< HairShaders >
atomic< uint32 > mRefCount
 Current reference count.
 
- Static Protected Attributes inherited from RefTarget< HairShaders >
static constexpr uint32 cEmbedded
 A large value that gets added to the refcount to mark the object as embedded.
 

Detailed Description

This class loads the shaders used by the hair system. This can be shared among all hair instances.

Member Function Documentation

◆ Init()

JPH_NAMESPACE_BEGIN void HairShaders::Init ( ComputeSystem * inComputeSystem)

Loads all shaders Note that if you want to run the sim on CPU you need call HairRegisterShaders first.

Member Data Documentation

◆ mApplyDeltaTransformCS

Ref<ComputeShader> HairShaders::mApplyDeltaTransformCS

◆ mApplyGlobalPoseCS

Ref<ComputeShader> HairShaders::mApplyGlobalPoseCS

◆ mCalculateCollisionPlanesCS

Ref<ComputeShader> HairShaders::mCalculateCollisionPlanesCS

◆ mCalculateRenderPositionsCS

Ref<ComputeShader> HairShaders::mCalculateRenderPositionsCS

◆ mGridAccumulateCS

Ref<ComputeShader> HairShaders::mGridAccumulateCS

◆ mGridClearCS

Ref<ComputeShader> HairShaders::mGridClearCS

◆ mGridNormalizeCS

Ref<ComputeShader> HairShaders::mGridNormalizeCS

◆ mIntegrateCS

Ref<ComputeShader> HairShaders::mIntegrateCS

◆ mSkinRootsCS

Ref<ComputeShader> HairShaders::mSkinRootsCS

◆ mSkinVerticesCS

Ref<ComputeShader> HairShaders::mSkinVerticesCS

◆ mTeleportCS

Ref<ComputeShader> HairShaders::mTeleportCS

◆ mUpdateRootsCS

Ref<ComputeShader> HairShaders::mUpdateRootsCS

◆ mUpdateStrandsCS

Ref<ComputeShader> HairShaders::mUpdateStrandsCS

◆ mUpdateVelocityCS

Ref<ComputeShader> HairShaders::mUpdateVelocityCS

◆ mUpdateVelocityIntegrateCS

Ref<ComputeShader> HairShaders::mUpdateVelocityIntegrateCS

The documentation for this class was generated from the following files: