Castor3D
0.11.0
Multiplatform 3D engine
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Classes | |
struct | BaseMaterial |
class | CookTorranceBRDF |
struct | DirectionalLight |
class | Fog |
class | GlobalIllumination |
struct | LayeredLpvGridData |
struct | LegacyMaterial |
class | LegacyMaterials |
struct | Light |
class | LightingModel |
struct | LpvGridData |
struct | LpvLightData |
class | Materials |
class | MetallicBrdfLightingModel |
class | MetallicPbrReflectionModel |
struct | MetallicRoughnessMaterial |
struct | OutputComponents |
class | PbrMRMaterials |
class | PbrSGMaterials |
class | PhongLightingModel |
class | PhongReflectionModel |
struct | PointLight |
class | Shadow |
struct | ShadowOptions |
class | SpecularBrdfLightingModel |
struct | SpecularGlossinessMaterial |
class | SpecularPbrReflectionModel |
struct | SpotLight |
class | SssTransmittance |
struct | Surface |
struct | TextureConfigData |
class | TextureConfigurations |
class | Utils |
struct | Voxel |
struct | VoxelData |
Fonctions | |
CU_DeclareSmartPtr (BaseMaterial) | |
C3D_API ast::expr::ExprList | makeFnArg (sdw::ShaderWriter &shader, OutputComponents const &value) |
Writer_Parameter (Voxel) | |
Writer_Parameter (Light) | |
Writer_Parameter (DirectionalLight) | |
Writer_Parameter (PointLight) | |
Writer_Parameter (SpotLight) | |
Writer_Parameter (TextureConfigData) | |
Writer_Parameter (LayeredLpvGridData) | |
Writer_Parameter (LpvLightData) | |
Writer_Parameter (LpvGridData) | |
Writer_Parameter (VoxelData) | |
Writer_Parameter (Surface) | |
C3D_API std::unique_ptr< Materials > | createMaterials (sdw::ShaderWriter &writer, PassFlags const &passFlags) |
Crée le tampon de matériaux GLSL approprié. Plus de détails... | |
C3D_API uint32_t | getSpotShadowMapCount () |
C3D_API uint32_t | getPointShadowMapCount () |
C3D_API uint32_t | getBaseLightComponentsCount () |
C3D_API uint32_t | getMaxLightComponentsCount () |
Variables | |
castor::String const | PassBufferName = cuT( "Materials" ) |
castor::String const | TextureConfigurationBufferName = cuT( "TextureConfigurations" ) |
constexpr uint32_t | LpvMaxCascadesCount = 3u |
constexpr uint32_t | DirectionalMaxCascadesCount = 4u |
static uint32_t constexpr | MaxMaterialsCount = 2000u |
static int constexpr | MaxMaterialComponentsCount = 15 |
static uint32_t constexpr | MaxTransmittanceProfileSize = 10u |
static uint32_t constexpr | MaxTextureConfigurationCount = 4000u |
static int constexpr | MaxTextureConfigurationComponentsCount = 9 |
C3D_API std::unique_ptr< Materials > castor3d::shader::createMaterials | ( | sdw::ShaderWriter & | writer, |
PassFlags const & | passFlags | ||
) |
Crée le tampon de matériaux GLSL approprié.
[in] | writer | Le writer GLSL. |
passFlags | Les indicateurs de passe. |
castor3d::shader::CU_DeclareSmartPtr | ( | BaseMaterial | ) |
C3D_API uint32_t castor3d::shader::getBaseLightComponentsCount | ( | ) |
C3D_API uint32_t castor3d::shader::getMaxLightComponentsCount | ( | ) |
C3D_API uint32_t castor3d::shader::getPointShadowMapCount | ( | ) |
C3D_API uint32_t castor3d::shader::getSpotShadowMapCount | ( | ) |
C3D_API ast::expr::ExprList castor3d::shader::makeFnArg | ( | sdw::ShaderWriter & | shader, |
OutputComponents const & | value | ||
) |
castor3d::shader::Writer_Parameter | ( | Voxel | ) |
castor3d::shader::Writer_Parameter | ( | Light | ) |
castor3d::shader::Writer_Parameter | ( | DirectionalLight | ) |
castor3d::shader::Writer_Parameter | ( | PointLight | ) |
castor3d::shader::Writer_Parameter | ( | SpotLight | ) |
castor3d::shader::Writer_Parameter | ( | TextureConfigData | ) |
castor3d::shader::Writer_Parameter | ( | LayeredLpvGridData | ) |
castor3d::shader::Writer_Parameter | ( | LpvLightData | ) |
castor3d::shader::Writer_Parameter | ( | LpvGridData | ) |
castor3d::shader::Writer_Parameter | ( | VoxelData | ) |
castor3d::shader::Writer_Parameter | ( | Surface | ) |
constexpr uint32_t castor3d::shader::DirectionalMaxCascadesCount = 4u |
constexpr uint32_t castor3d::shader::LpvMaxCascadesCount = 3u |
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castor::String const castor3d::shader::PassBufferName = cuT( "Materials" ) |
castor::String const castor3d::shader::TextureConfigurationBufferName = cuT( "TextureConfigurations" ) |