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C3D_API | GlobalIllumination (sdw::ShaderWriter &writer, Utils &utils, bool deferred=false) |
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C3D_API void | declare (uint32_t setIndex, uint32_t &bindingIndex, SceneFlags sceneFlags) |
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C3D_API void | declareTraceConeRadiance () |
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C3D_API void | declareVct (uint32_t &bindingIndex, uint32_t setIndex=0u) |
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C3D_API void | declareLpv (uint32_t &bindingIndex, uint32_t setIndex=0u, bool declUbo=true) |
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C3D_API void | declareLayeredLpv (uint32_t &bindingIndex, uint32_t setIndex=0u, bool declUbo=true) |
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C3D_API sdw::Vec3 | computeLPVRadiance (Surface surface, LpvGridData lpvGridData) |
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C3D_API sdw::Vec3 | computeLLPVRadiance (Surface surface, LayeredLpvGridData llpvGridData) |
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C3D_API sdw::Float | computeOcclusion (SceneFlags sceneFlags, LightType lightType, Surface surface) |
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C3D_API sdw::Vec3 | computeDiffuse (SceneFlags sceneFlags, Surface surface, sdw::Float occlusion) |
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C3D_API sdw::Vec3 | computeSpecular (SceneFlags sceneFlags, sdw::Vec3 wsCamera, Surface surface, sdw::Float roughness, sdw::Float occlusion) |
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C3D_API sdw::Vec3 | computeDiffuse (SceneFlags sceneFlags, Surface surface, sdw::Vec3 diffuse, sdw::Vec3 allButAmbient, sdw::Vec3 ambient, sdw::Float occlusion) |
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C3D_API sdw::Vec3 | computeSpecular (SceneFlags sceneFlags, sdw::Vec3 wsCamera, Surface surface, sdw::Float roughness, sdw::Vec3 f0, sdw::Vec3 specular, sdw::Float occlusion) |
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sdw::Vec4 | traceConeRadiance (sdw::SampledImage3DRgba32 const &voxels, Surface surface, VoxelData const &voxelData) const |
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◆ GlobalIllumination()
C3D_API castor3d::shader::GlobalIllumination::GlobalIllumination |
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sdw::ShaderWriter & |
writer, |
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Utils & |
utils, |
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bool |
deferred = false |
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) |
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explicit |
◆ computeDiffuse() [1/2]
C3D_API sdw::Vec3 castor3d::shader::GlobalIllumination::computeDiffuse |
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SceneFlags |
sceneFlags, |
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Surface |
surface, |
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sdw::Float |
occlusion |
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) |
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◆ computeDiffuse() [2/2]
C3D_API sdw::Vec3 castor3d::shader::GlobalIllumination::computeDiffuse |
( |
SceneFlags |
sceneFlags, |
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Surface |
surface, |
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sdw::Vec3 |
diffuse, |
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sdw::Vec3 |
allButAmbient, |
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sdw::Vec3 |
ambient, |
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sdw::Float |
occlusion |
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) |
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◆ computeLLPVRadiance()
◆ computeLPVRadiance()
◆ computeOcclusion()
◆ computeSpecular() [1/2]
C3D_API sdw::Vec3 castor3d::shader::GlobalIllumination::computeSpecular |
( |
SceneFlags |
sceneFlags, |
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sdw::Vec3 |
wsCamera, |
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Surface |
surface, |
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sdw::Float |
roughness, |
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sdw::Float |
occlusion |
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) |
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◆ computeSpecular() [2/2]
C3D_API sdw::Vec3 castor3d::shader::GlobalIllumination::computeSpecular |
( |
SceneFlags |
sceneFlags, |
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sdw::Vec3 |
wsCamera, |
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Surface |
surface, |
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sdw::Float |
roughness, |
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sdw::Vec3 |
f0, |
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sdw::Vec3 |
specular, |
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sdw::Float |
occlusion |
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) |
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◆ declare()
C3D_API void castor3d::shader::GlobalIllumination::declare |
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uint32_t |
setIndex, |
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uint32_t & |
bindingIndex, |
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SceneFlags |
sceneFlags |
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) |
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◆ declareLayeredLpv()
C3D_API void castor3d::shader::GlobalIllumination::declareLayeredLpv |
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uint32_t & |
bindingIndex, |
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uint32_t |
setIndex = 0u , |
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bool |
declUbo = true |
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) |
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◆ declareLpv()
C3D_API void castor3d::shader::GlobalIllumination::declareLpv |
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uint32_t & |
bindingIndex, |
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uint32_t |
setIndex = 0u , |
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bool |
declUbo = true |
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) |
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◆ declareTraceConeRadiance()
C3D_API void castor3d::shader::GlobalIllumination::declareTraceConeRadiance |
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| ) |
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◆ declareVct()
C3D_API void castor3d::shader::GlobalIllumination::declareVct |
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uint32_t & |
bindingIndex, |
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uint32_t |
setIndex = 0u |
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) |
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◆ traceConeRadiance()
sdw::Vec4 castor3d::shader::GlobalIllumination::traceConeRadiance |
( |
sdw::SampledImage3DRgba32 const & |
voxels, |
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Surface |
surface, |
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VoxelData const & |
voxelData |
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) |
| const |
La documentation de cette classe a été générée à partir du fichier suivant :