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VR-Forces Developer's Guide
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singleton class that wraps indirect dof gpu shader.

Public Member Functions | |
| virtual | ~DtIndirectDofProgram () |
| virtual void | runProcessDofsComputeShader (const DtIndirectViewParameters &viewParameters, unsigned int maxNumInstances, float transitionPercentage) |
| virtual void | deleteShaders () |
| virtual void | incrementNumUsers () |
| virtual void | decrementNumUsers () |
| virtual DtIndirectModelScalingAlgorithm | scalingAlgorithm (void) const |
| virtual void | setScalingAlgorithm (DtIndirectModelScalingAlgorithm scalingAlgorithm) |
Public Member Functions inherited from makVrv::DtVirtualBaseClass | |
| DtVirtualBaseClass () | |
| virtual | ~DtVirtualBaseClass () |
Static Public Member Functions | |
| static DtIndirectDofProgram * | instance (DtDe &de) |
Protected Member Functions | |
| DtIndirectDofProgram (DtDe &de) | |
| virtual void | initializeShadersIfNecessary (const DtIndirectViewParameters &viewParameters) |
Protected Attributes | |
| DtGlProgram * | myDofProgram |
| DtVector3< int > | myWorkGroupLocalSize |
| std::atomic< int > | myNumUsers |
| DtDe & | myDe |
| DtIndirectModelScalingAlgorithm | myScalingAlgorithm |
| DtGlBuffer * | myGpuShaderUbo |
| int | myGpuShaderUboBinding |
| DtIndirectDofProgramConstants | myDofProgramConstants |
Static Protected Attributes | |
| static const std::string | theDofComputeShaderFilePath |
Private Member Functions | |
| DtIndirectDofProgram ()=delete | |
| DtIndirectDofProgram (const DtIndirectDofProgram &)=delete | |
| DtIndirectDofProgram & | operator= (const DtIndirectDofProgram &)=delete |
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virtual |
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protected |
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privatedelete |
not allowed
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privatedelete |
not allowed
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static |
singleton access to lod manager program
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privatedelete |
not allowed
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virtual |
run the dof compute shader
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virtual |
cleanup the gpu shaders
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virtual |
ref counting tracking
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virtual |
ref counting tracking
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virtual |
The scaling algorithm.
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virtual |
Set the scaling algorithm.
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protectedvirtual |
create the compute shader if they are not yet created or after reload shaders is called
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protected |
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protected |
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protected |
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protected |
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protected |
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protected |
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protected |
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staticprotected |