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C3D_API | PhongReflectionModel (glsl::GlslWriter &writer) |
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C3D_API glsl::Vec3 | computeIncident (glsl::Vec3 const &wsPosition, glsl::Vec3 const &wsCamera) const |
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C3D_API glsl::Vec3 | computeRefl (glsl::Vec3 const &wsIncident, glsl::Vec3 const &wsNormal, glsl::Float const &occlusion, glsl::SamplerCube const &envMap) const |
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C3D_API glsl::Vec3 | computeRefr (glsl::Vec3 const &wsIncident, glsl::Vec3 const &wsNormal, glsl::Float const &occlusion, glsl::SamplerCube const &envMap, glsl::Float const &refractionRatio, glsl::Vec3 const &diffuse) const |
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C3D_API glsl::Vec3 | computeReflRefr (glsl::Vec3 const &wsIncident, glsl::Vec3 const &wsNormal, glsl::Float const &occlusion, glsl::SamplerCube const &envMap, glsl::Float const &refractionRatio, glsl::Vec3 const &diffuse) const |
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glsl::GlslWriter & | m_writer |
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glsl::Function< glsl::Vec3, glsl::InVec3, glsl::InVec3 > | m_computeIncident |
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glsl::Function< glsl::Vec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InSamplerCube > | m_computeRefl |
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glsl::Function< glsl::Vec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InSamplerCube, glsl::InFloat, glsl::InVec3 > | m_computeRefr |
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glsl::Function< glsl::Vec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InSamplerCube, glsl::InFloat, glsl::InVec3 > | m_computeReflRefr |
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◆ PhongReflectionModel()
C3D_API castor3d::shader::PhongReflectionModel::PhongReflectionModel |
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glsl::GlslWriter & |
writer | ) |
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explicit |
◆ computeIncident()
C3D_API glsl::Vec3 castor3d::shader::PhongReflectionModel::computeIncident |
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glsl::Vec3 const & |
wsPosition, |
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glsl::Vec3 const & |
wsCamera |
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) |
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◆ computeRefl()
C3D_API glsl::Vec3 castor3d::shader::PhongReflectionModel::computeRefl |
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glsl::Vec3 const & |
wsIncident, |
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glsl::Vec3 const & |
wsNormal, |
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glsl::Float const & |
occlusion, |
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glsl::SamplerCube const & |
envMap |
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) |
| const |
◆ computeReflRefr()
C3D_API glsl::Vec3 castor3d::shader::PhongReflectionModel::computeReflRefr |
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glsl::Vec3 const & |
wsIncident, |
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glsl::Vec3 const & |
wsNormal, |
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glsl::Float const & |
occlusion, |
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glsl::SamplerCube const & |
envMap, |
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glsl::Float const & |
refractionRatio, |
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glsl::Vec3 const & |
diffuse |
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) |
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◆ computeRefr()
C3D_API glsl::Vec3 castor3d::shader::PhongReflectionModel::computeRefr |
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glsl::Vec3 const & |
wsIncident, |
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glsl::Vec3 const & |
wsNormal, |
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glsl::Float const & |
occlusion, |
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glsl::SamplerCube const & |
envMap, |
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glsl::Float const & |
refractionRatio, |
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glsl::Vec3 const & |
diffuse |
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) |
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◆ m_computeIncident
glsl::Function< glsl::Vec3 , glsl::InVec3 , glsl::InVec3 > castor3d::shader::PhongReflectionModel::m_computeIncident |
◆ m_computeRefl
glsl::Function< glsl::Vec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InSamplerCube > castor3d::shader::PhongReflectionModel::m_computeRefl |
◆ m_computeReflRefr
glsl::Function< glsl::Vec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InSamplerCube , glsl::InFloat , glsl::InVec3 > castor3d::shader::PhongReflectionModel::m_computeReflRefr |
◆ m_computeRefr
glsl::Function< glsl::Vec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InSamplerCube , glsl::InFloat , glsl::InVec3 > castor3d::shader::PhongReflectionModel::m_computeRefr |
◆ m_writer
glsl::GlslWriter& castor3d::shader::PhongReflectionModel::m_writer |
La documentation de cette classe a été générée à partir du fichier suivant :