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C3D_API | PhongLightingModel (ShadowType shadows, glsl::GlslWriter &writer) |
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C3D_API void | computeCombined (glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
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C3D_API void | compute (DirectionalLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
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C3D_API void | compute (PointLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
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C3D_API void | compute (SpotLight const &light, glsl::Vec3 const &worldEye, glsl::Float const &shininess, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
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C3D_API | LightingModel (ShadowType shadows, glsl::GlslWriter &writer) |
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C3D_API void | declareModel (uint32_t &index) |
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C3D_API void | declareDirectionalModel (uint32_t &index) |
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C3D_API void | declarePointModel (uint32_t &index) |
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C3D_API void | declareSpotModel (uint32_t &index) |
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C3D_API DirectionalLight | getDirectionalLight (glsl::Int const &index) const |
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C3D_API PointLight | getPointLight (glsl::Int const &index) const |
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C3D_API SpotLight | getSpotLight (glsl::Int const &index) const |
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glsl::Function< glsl::Void, InLight, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InFloat, FragmentInput, OutputComponents &> | m_computeLight |
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glsl::Function< glsl::Void, DirectionalLight, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeDirectional |
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glsl::Function< glsl::Void, PointLight, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computePoint |
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glsl::Function< glsl::Void, SpotLight, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeSpot |
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glsl::Function< glsl::Void, PointLight, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeOnePoint |
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glsl::Function< glsl::Void, SpotLight, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeOneSpot |
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◆ PhongLightingModel()
C3D_API castor3d::shader::PhongLightingModel::PhongLightingModel |
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ShadowType |
shadows, |
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glsl::GlslWriter & |
writer |
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) |
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◆ compute() [1/3]
◆ compute() [2/3]
C3D_API void castor3d::shader::PhongLightingModel::compute |
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PointLight const & |
light, |
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glsl::Vec3 const & |
worldEye, |
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glsl::Float const & |
shininess, |
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glsl::Int const & |
receivesShadows, |
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FragmentInput const & |
fragmentIn, |
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OutputComponents & |
output |
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◆ compute() [3/3]
C3D_API void castor3d::shader::PhongLightingModel::compute |
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SpotLight const & |
light, |
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glsl::Vec3 const & |
worldEye, |
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glsl::Float const & |
shininess, |
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glsl::Int const & |
receivesShadows, |
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FragmentInput const & |
fragmentIn, |
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OutputComponents & |
output |
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◆ computeCombined()
C3D_API void castor3d::shader::PhongLightingModel::computeCombined |
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glsl::Vec3 const & |
worldEye, |
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glsl::Float const & |
shininess, |
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glsl::Int const & |
receivesShadows, |
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FragmentInput const & |
fragmentIn, |
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OutputComponents & |
output |
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◆ doComputeLight()
void castor3d::shader::PhongLightingModel::doComputeLight |
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Light const & |
light, |
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glsl::Vec3 const & |
worldEye, |
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glsl::Vec3 const & |
lightDirection, |
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glsl::Float const & |
shininess, |
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glsl::Float const & |
shadowFactor, |
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FragmentInput const & |
fragmentIn, |
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OutputComponents & |
output |
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) |
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protected |
◆ doDeclareComputeDirectionalLight()
void castor3d::shader::PhongLightingModel::doDeclareComputeDirectionalLight |
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overrideprotectedvirtual |
◆ doDeclareComputeLight()
void castor3d::shader::PhongLightingModel::doDeclareComputeLight |
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protected |
◆ doDeclareComputeOnePointLight()
void castor3d::shader::PhongLightingModel::doDeclareComputeOnePointLight |
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overrideprotectedvirtual |
◆ doDeclareComputeOneSpotLight()
void castor3d::shader::PhongLightingModel::doDeclareComputeOneSpotLight |
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overrideprotectedvirtual |
◆ doDeclareComputePointLight()
void castor3d::shader::PhongLightingModel::doDeclareComputePointLight |
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overrideprotectedvirtual |
◆ doDeclareComputeSpotLight()
void castor3d::shader::PhongLightingModel::doDeclareComputeSpotLight |
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overrideprotectedvirtual |
◆ doDeclareModel()
void castor3d::shader::PhongLightingModel::doDeclareModel |
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overrideprotectedvirtual |
◆ m_computeDirectional
◆ m_computeLight
glsl::Function< glsl::Void , InLight , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InFloat , FragmentInput , OutputComponents & > castor3d::shader::PhongLightingModel::m_computeLight |
◆ m_computeOnePoint
◆ m_computeOneSpot
◆ m_computePoint
◆ m_computeSpot
◆ Name
C3D_API const castor::String castor3d::shader::PhongLightingModel::Name |
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static |
La documentation de cette classe a été générée à partir du fichier suivant :