Jolt Physics
A multi core friendly Game Physics Engine
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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 ()
 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: