compute(DirectionalLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
compute(PointLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
compute(SpotLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
computeCombined(glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const | castor3d::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::PhongLightingModel | protected |
doDeclareComputeDirectionalLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeLight() | castor3d::shader::PhongLightingModel | protected |
doDeclareComputeOnePointLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeOneSpotLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputePointLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeSpotLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareDirectionalLight() | castor3d::shader::LightingModel | protected |
doDeclareGetBaseLight() | castor3d::shader::LightingModel | protected |
doDeclareGetDirectionalLight() | castor3d::shader::LightingModel | protected |
doDeclareGetPointLight() | castor3d::shader::LightingModel | protected |
doDeclareGetSpotLight() | castor3d::shader::LightingModel | protected |
doDeclareLight() | castor3d::shader::LightingModel | protected |
doDeclareModel() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclarePointLight() | castor3d::shader::LightingModel | protected |
doDeclareSpotLight() | castor3d::shader::LightingModel | protected |
getBaseLight(glsl::Type const &value) const | castor3d::shader::LightingModel | protected |
getDirectionalLight(glsl::Int const &index) const | castor3d::shader::LightingModel | |
getPointLight(glsl::Int const &index) const | castor3d::shader::LightingModel | |
getSpotLight(glsl::Int const &index) const | castor3d::shader::LightingModel | |
LightingModel(ShadowType shadows, glsl::GlslWriter &writer) | castor3d::shader::LightingModel | |
m_computeDirectional | castor3d::shader::PhongLightingModel | |
m_computeLight | castor3d::shader::PhongLightingModel | |
m_computeOnePoint | castor3d::shader::PhongLightingModel | |
m_computeOneSpot | castor3d::shader::PhongLightingModel | |
m_computePoint | castor3d::shader::PhongLightingModel | |
m_computeSpot | castor3d::shader::PhongLightingModel | |
m_getDirectionalLight | castor3d::shader::LightingModel | protected |
m_getPointLight | castor3d::shader::LightingModel | protected |
m_getSpotLight | castor3d::shader::LightingModel | protected |
m_shadowModel | castor3d::shader::LightingModel | protected |
m_shadows | castor3d::shader::LightingModel | protected |
m_writer | castor3d::shader::LightingModel | protected |
Name | castor3d::shader::PhongLightingModel | static |
PhongLightingModel(ShadowType shadows, glsl::GlslWriter &writer) | castor3d::shader::PhongLightingModel | |