Castor3D  ..
castor3d::shader::PhongLightingModel Liste des membres

Liste complète des membres de castor3d::shader::PhongLightingModel, y compris les membres hérités :

compute(DirectionalLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) constcastor3d::shader::PhongLightingModel
compute(PointLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) constcastor3d::shader::PhongLightingModel
compute(SpotLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) constcastor3d::shader::PhongLightingModel
computeCombined(glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) constcastor3d::shader::PhongLightingModel
declareDirectionalModel(uint32_t &index)castor3d::shader::LightingModel
declareModel(uint32_t &index)castor3d::shader::LightingModel
declarePointModel(uint32_t &index)castor3d::shader::LightingModel
declareSpotModel(uint32_t &index)castor3d::shader::LightingModel
doComputeLight(Light const &light, glsl::Vec3 const &worldEye, glsl::Vec3 const &lightDirection, glsl::Float const &shininess, glsl::Float const &shadowFactor, FragmentInput const &fragmentIn, OutputComponents &output)castor3d::shader::PhongLightingModelprotected
doDeclareComputeDirectionalLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeLight()castor3d::shader::PhongLightingModelprotected
doDeclareComputeOnePointLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeOneSpotLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputePointLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeSpotLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareDirectionalLight()castor3d::shader::LightingModelprotected
doDeclareGetBaseLight()castor3d::shader::LightingModelprotected
doDeclareGetDirectionalLight()castor3d::shader::LightingModelprotected
doDeclareGetPointLight()castor3d::shader::LightingModelprotected
doDeclareGetSpotLight()castor3d::shader::LightingModelprotected
doDeclareLight()castor3d::shader::LightingModelprotected
doDeclareModel() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclarePointLight()castor3d::shader::LightingModelprotected
doDeclareSpotLight()castor3d::shader::LightingModelprotected
getBaseLight(glsl::Type const &value) constcastor3d::shader::LightingModelprotected
getDirectionalLight(glsl::Int const &index) constcastor3d::shader::LightingModel
getPointLight(glsl::Int const &index) constcastor3d::shader::LightingModel
getSpotLight(glsl::Int const &index) constcastor3d::shader::LightingModel
LightingModel(ShadowType shadows, glsl::GlslWriter &writer)castor3d::shader::LightingModel
m_computeDirectionalcastor3d::shader::PhongLightingModel
m_computeLightcastor3d::shader::PhongLightingModel
m_computeOnePointcastor3d::shader::PhongLightingModel
m_computeOneSpotcastor3d::shader::PhongLightingModel
m_computePointcastor3d::shader::PhongLightingModel
m_computeSpotcastor3d::shader::PhongLightingModel
m_getDirectionalLightcastor3d::shader::LightingModelprotected
m_getPointLightcastor3d::shader::LightingModelprotected
m_getSpotLightcastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::shader::LightingModelprotected
m_shadowscastor3d::shader::LightingModelprotected
m_writercastor3d::shader::LightingModelprotected
Namecastor3d::shader::PhongLightingModelstatic
PhongLightingModel(ShadowType shadows, glsl::GlslWriter &writer)castor3d::shader::PhongLightingModel