Jolt Physics
A multi core friendly Game Physics Engine
Loading...
Searching...
No Matches
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
 
RefTargetoperator= (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< ComputeShadermTeleportCS
 
Ref< ComputeShadermApplyDeltaTransformCS
 
Ref< ComputeShadermSkinVerticesCS
 
Ref< ComputeShadermSkinRootsCS
 
Ref< ComputeShadermApplyGlobalPoseCS
 
Ref< ComputeShadermCalculateCollisionPlanesCS
 
Ref< ComputeShadermGridClearCS
 
Ref< ComputeShadermGridAccumulateCS
 
Ref< ComputeShadermGridNormalizeCS
 
Ref< ComputeShadermIntegrateCS
 
Ref< ComputeShadermUpdateRootsCS
 
Ref< ComputeShadermUpdateStrandsCS
 
Ref< ComputeShadermUpdateVelocityCS
 
Ref< ComputeShadermUpdateVelocityIntegrateCS
 
Ref< ComputeShadermCalculateRenderPositionsCS
 

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< uint32mRefCount
 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: