Castor3D
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Fonctions membres publiques | |
C3D_API | SpecularBrdfLightingModel (ShadowType shadows, glsl::GlslWriter &writer) |
C3D_API void | computeCombined (glsl::Vec3 const &worldEye, glsl::Vec3 const &diffuse, glsl::Vec3 const &specular, glsl::Float const &glossiness, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
C3D_API void | compute (DirectionalLight const &light, glsl::Vec3 const &worldEye, glsl::Vec3 const &diffuse, glsl::Vec3 const &specular, glsl::Float const &glossiness, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
C3D_API void | compute (PointLight const &light, glsl::Vec3 const &worldEye, glsl::Vec3 const &diffuse, glsl::Vec3 const &specular, glsl::Float const &glossiness, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
C3D_API void | compute (SpotLight const &light, glsl::Vec3 const &worldEye, glsl::Vec3 const &diffuse, glsl::Vec3 const &specular, glsl::Float const &glossiness, glsl::Int const &receivesShadows, FragmentInput const &fragmentIn, OutputComponents &output) const |
Fonctions membres publiques hérités de castor3d::shader::LightingModel | |
C3D_API | LightingModel (ShadowType shadows, glsl::GlslWriter &writer) |
C3D_API void | declareModel (uint32_t &index) |
C3D_API void | declareDirectionalModel (uint32_t &index) |
C3D_API void | declarePointModel (uint32_t &index) |
C3D_API void | declareSpotModel (uint32_t &index) |
C3D_API DirectionalLight | getDirectionalLight (glsl::Int const &index) const |
C3D_API PointLight | getPointLight (glsl::Int const &index) const |
C3D_API SpotLight | getSpotLight (glsl::Int const &index) const |
Attributs publics | |
glsl::Function< glsl::Float, glsl::InFloat, glsl::InFloat > | m_distributionGGX |
glsl::Function< glsl::Float, glsl::InFloat, glsl::InFloat > | m_geometrySchlickGGX |
glsl::Function< glsl::Float, glsl::InFloat, glsl::InFloat, glsl::InFloat > | m_geometrySmith |
glsl::Function< glsl::Float, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat > | m_smith |
glsl::Function< glsl::Vec3, glsl::InFloat, glsl::InVec3 > | m_schlickFresnel |
glsl::Function< glsl::Vec3, glsl::InFloat, glsl::InFloat, glsl::InFloat, glsl::InFloat, glsl::InVec3 > | m_cookTorrance |
glsl::Function< glsl::Void, DirectionalLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeDirectional |
glsl::Function< glsl::Void, PointLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computePoint |
glsl::Function< glsl::Void, SpotLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeSpot |
glsl::Function< glsl::Void, PointLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeOnePoint |
glsl::Function< glsl::Void, SpotLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InInt, FragmentInput, OutputComponents &> | m_computeOneSpot |
glsl::Function< glsl::Void, InLight, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InVec3, glsl::InFloat, glsl::InFloat, FragmentInput, OutputComponents &> | m_computeLight |
Attributs publics statiques | |
static C3D_API const castor::String | Name |
Membres hérités additionnels | |
Attributs protégés hérités de castor3d::shader::LightingModel | |
ShadowType | m_shadows |
glsl::GlslWriter & | m_writer |
std::shared_ptr< Shadow > | m_shadowModel |
glsl::Function< shader::DirectionalLight, glsl::InInt > | m_getDirectionalLight |
glsl::Function< shader::PointLight, glsl::InInt > | m_getPointLight |
glsl::Function< shader::SpotLight, glsl::InInt > | m_getSpotLight |
C3D_API castor3d::shader::SpecularBrdfLightingModel::SpecularBrdfLightingModel | ( | ShadowType | shadows, |
glsl::GlslWriter & | writer | ||
) |
C3D_API void castor3d::shader::SpecularBrdfLightingModel::compute | ( | DirectionalLight const & | light, |
glsl::Vec3 const & | worldEye, | ||
glsl::Vec3 const & | diffuse, | ||
glsl::Vec3 const & | specular, | ||
glsl::Float const & | glossiness, | ||
glsl::Int const & | receivesShadows, | ||
FragmentInput const & | fragmentIn, | ||
OutputComponents & | output | ||
) | const |
C3D_API void castor3d::shader::SpecularBrdfLightingModel::compute | ( | PointLight const & | light, |
glsl::Vec3 const & | worldEye, | ||
glsl::Vec3 const & | diffuse, | ||
glsl::Vec3 const & | specular, | ||
glsl::Float const & | glossiness, | ||
glsl::Int const & | receivesShadows, | ||
FragmentInput const & | fragmentIn, | ||
OutputComponents & | output | ||
) | const |
C3D_API void castor3d::shader::SpecularBrdfLightingModel::compute | ( | SpotLight const & | light, |
glsl::Vec3 const & | worldEye, | ||
glsl::Vec3 const & | diffuse, | ||
glsl::Vec3 const & | specular, | ||
glsl::Float const & | glossiness, | ||
glsl::Int const & | receivesShadows, | ||
FragmentInput const & | fragmentIn, | ||
OutputComponents & | output | ||
) | const |
C3D_API void castor3d::shader::SpecularBrdfLightingModel::computeCombined | ( | glsl::Vec3 const & | worldEye, |
glsl::Vec3 const & | diffuse, | ||
glsl::Vec3 const & | specular, | ||
glsl::Float const & | glossiness, | ||
glsl::Int const & | receivesShadows, | ||
FragmentInput const & | fragmentIn, | ||
OutputComponents & | output | ||
) | const |
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overrideprotectedvirtual |
Implémente castor3d::shader::LightingModel.
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overrideprotectedvirtual |
Implémente castor3d::shader::LightingModel.
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overrideprotectedvirtual |
Implémente castor3d::shader::LightingModel.
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overrideprotectedvirtual |
Implémente castor3d::shader::LightingModel.
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overrideprotectedvirtual |
Implémente castor3d::shader::LightingModel.
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protected |
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protectedvirtual |
Implémente castor3d::shader::LightingModel.
glsl::Function< glsl::Void , DirectionalLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InInt , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computeDirectional |
glsl::Function< glsl::Void , InLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InFloat , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computeLight |
glsl::Function< glsl::Void , PointLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InInt , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computeOnePoint |
glsl::Function< glsl::Void , SpotLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InInt , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computeOneSpot |
glsl::Function< glsl::Void , PointLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InInt , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computePoint |
glsl::Function< glsl::Void , SpotLight , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat , glsl::InInt , FragmentInput , OutputComponents & > castor3d::shader::SpecularBrdfLightingModel::m_computeSpot |
glsl::Function< glsl::Vec3 , glsl::InFloat , glsl::InFloat , glsl::InFloat , glsl::InFloat , glsl::InVec3 > castor3d::shader::SpecularBrdfLightingModel::m_cookTorrance |
glsl::Function< glsl::Float , glsl::InFloat , glsl::InFloat > castor3d::shader::SpecularBrdfLightingModel::m_distributionGGX |
glsl::Function< glsl::Float , glsl::InFloat , glsl::InFloat > castor3d::shader::SpecularBrdfLightingModel::m_geometrySchlickGGX |
glsl::Function< glsl::Float , glsl::InFloat , glsl::InFloat , glsl::InFloat > castor3d::shader::SpecularBrdfLightingModel::m_geometrySmith |
glsl::Function< glsl::Vec3 , glsl::InFloat , glsl::InVec3 > castor3d::shader::SpecularBrdfLightingModel::m_schlickFresnel |
glsl::Function< glsl::Float , glsl::InVec3 , glsl::InVec3 , glsl::InVec3 , glsl::InFloat > castor3d::shader::SpecularBrdfLightingModel::m_smith |
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