Castor3D
0.11.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::shader::Utils, y compris les membres hérités :
applyAlphaFunc(VkCompareOp alphaFunc, sdw::Float &alpha, sdw::Float const &alphaRef) const | castor3d::shader::Utils | |
applyGamma(sdw::Float const &gamma, sdw::Vec3 const &HDR) const | castor3d::shader::Utils | |
calcTexCoord(sdw::Vec2 const &renderPos, sdw::Vec2 const &renderSize) const | castor3d::shader::Utils | |
calcVSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invProj) const | castor3d::shader::Utils | |
calcWSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invViewProj) const | castor3d::shader::Utils | |
computeAccumulation(sdw::Float const &depth, sdw::Vec3 const &colour, sdw::Float const &alpha, sdw::Float const &nearPlane, sdw::Float const &farPlane, sdw::Float const &accumulationOperator) | castor3d::shader::Utils | |
computeColourMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Vec3 &colour) | castor3d::shader::Utils | |
computeCommonMapContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Float const &gamma, sdw::Vec3 const &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittance, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition) | castor3d::shader::Utils | |
computeCommonMapsContributions(TextureFlagsArray const &flags, PassFlags const &passFlags, sdw::Float const &gamma, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittance, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition) | castor3d::shader::Utils | |
computeCommonMapVoxelContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Float const &gamma, sdw::Vec3 const &texCoords, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion) | castor3d::shader::Utils | |
computeGeometryMapContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Vec3 const &texCoords, sdw::Float &opacity, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition) | castor3d::shader::Utils | |
computeGeometryMapsContributions(TextureFlagsArray const &flags, PassFlags const &passFlags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &cameraPosition, sdw::Float &opacity, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition) | castor3d::shader::Utils | |
computeHeightMapContribution(TextureFlagsArray const &flags, PassFlags const &passFlags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Vec3 const &tangentSpaceViewPosition, sdw::Vec3 const &tangentSpaceFragPosition, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 &texCoords) | castor3d::shader::Utils | |
computeMetallicIBL(Surface surface, sdw::Vec3 const &albedo, sdw::Float const &metalness, sdw::Float const &roughness, sdw::Vec3 const &worldEye, sdw::SampledImageCubeRgba32 const &irradiance, sdw::SampledImageCubeRgba32 const &prefiltered, sdw::SampledImage2DRgba32 const &brdf) const | castor3d::shader::Utils | |
computeNormalMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 &texCoords) | castor3d::shader::Utils | |
computeOpacityMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Float &opacity) | castor3d::shader::Utils | |
computeSpecularIBL(Surface surface, sdw::Vec3 const &diffuse, sdw::Vec3 const &specular, sdw::Float const &glossiness, sdw::Vec3 const &worldEye, sdw::SampledImageCubeRgba32 const &irradiance, sdw::SampledImageCubeRgba32 const &prefiltered, sdw::SampledImage2DRgba32 const &brdf) const | castor3d::shader::Utils | |
declareApplyGamma() | castor3d::shader::Utils | |
declareCalcTexCoord() | castor3d::shader::Utils | |
declareCalcVSPosition() | castor3d::shader::Utils | |
declareCalcWSPosition() | castor3d::shader::Utils | |
declareComputeAccumulation() | castor3d::shader::Utils | |
declareComputeIBL() | castor3d::shader::Utils | |
declareDecodeColor() | castor3d::shader::Utils | |
declareDecodeMaterial() | castor3d::shader::Utils | |
declareDecodeNormal() | castor3d::shader::Utils | |
declareDecodeReceiver() | castor3d::shader::Utils | |
declareEncodeColor() | castor3d::shader::Utils | |
declareEncodeMaterial() | castor3d::shader::Utils | |
declareEncodeNormal() | castor3d::shader::Utils | |
declareFlatten() | castor3d::shader::Utils | |
declareFresnelSchlick() | castor3d::shader::Utils | |
declareGetMapNormal() | castor3d::shader::Utils | |
declareInvertVec2Y() | castor3d::shader::Utils | |
declareInvertVec3Y() | castor3d::shader::Utils | |
declareInvertVec4Y() | castor3d::shader::Utils | |
declareIsSaturated() | castor3d::shader::Utils | |
declareIsSaturatedImg() | castor3d::shader::Utils | |
declareLineariseDepth() | castor3d::shader::Utils | |
declareNegateVec2Y() | castor3d::shader::Utils | |
declareNegateVec3Y() | castor3d::shader::Utils | |
declareNegateVec4Y() | castor3d::shader::Utils | |
declareParallaxMappingFunc(PipelineFlags const &flags) | castor3d::shader::Utils | |
declareParallaxShadowFunc(PipelineFlags const &flags) | castor3d::shader::Utils | |
declareRemoveGamma() | castor3d::shader::Utils | |
declareUnflatten() | castor3d::shader::Utils | |
decodeColor(sdw::UInt const &colorMask) const | castor3d::shader::Utils | |
decodeMaterial(sdw::Float const &encoded, sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex) const | castor3d::shader::Utils | |
decodeNormal(sdw::UInt const &normalMask) const | castor3d::shader::Utils | |
decodeReceiver(sdw::Int &encoded, sdw::Int const &receiver) const | castor3d::shader::Utils | |
encodeColor(sdw::Vec4 const &color) const | castor3d::shader::Utils | |
encodeMaterial(sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex, sdw::Float const &encoded) const | castor3d::shader::Utils | |
encodeNormal(sdw::Vec3 const &normal) const | castor3d::shader::Utils | |
flatten(sdw::UVec3 const &p, sdw::UVec3 const &dim) const | castor3d::shader::Utils | |
fresnelSchlick(sdw::Float const &product, sdw::Vec3 const &f0, sdw::Float const &roughness) const | castor3d::shader::Utils | |
getMapNormal(sdw::Vec2 const &uv, sdw::Vec3 const &normal, sdw::Vec3 const &position) const | castor3d::shader::Utils | |
getTBN(sdw::Vec3 const &normal, sdw::Vec3 const &tangent, sdw::Vec3 const &bitangent) | castor3d::shader::Utils | static |
isSaturated(sdw::Vec3 const &p) const | castor3d::shader::Utils | |
isSaturated(sdw::IVec3 const &p, sdw::Int const &imax) const | castor3d::shader::Utils | |
lineariseDepth(sdw::Float const &depth, sdw::Float const &nearPlane, sdw::Float const &farPlane) const | castor3d::shader::Utils | |
MaxIblReflectionLod | castor3d::shader::Utils | static |
negateTopDownToBottomUp(sdw::Vec2 const &texCoord) const | castor3d::shader::Utils | |
negateTopDownToBottomUp(sdw::Vec3 const &texCoord) const | castor3d::shader::Utils | |
negateTopDownToBottomUp(sdw::Vec4 const &texCoord) const | castor3d::shader::Utils | |
parallaxMapping(sdw::Vec2 const &texCoords, sdw::Vec3 const &viewDir, sdw::SampledImage2DRgba32 const &heightMap, TextureConfigData const &textureConfig) | castor3d::shader::Utils | |
removeGamma(sdw::Float const &gamma, sdw::Vec3 const &sRGB) const | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec2 const &texCoord) const | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec3 const &texCoord) const | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec4 const &texCoord) const | castor3d::shader::Utils | |
unflatten(sdw::UInt const &p, sdw::UVec3 const &dim) const | castor3d::shader::Utils | |
Utils(sdw::ShaderWriter &writer) | castor3d::shader::Utils | explicit |