Castor3D  0.11.0
Multiplatform 3D engine
castor3d::shader::PhongLightingModel Liste des membres

Liste complète des membres de castor3d::shader::PhongLightingModel, y compris les membres hérités :

compute(DirectionalLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) constcastor3d::shader::PhongLightingModel
compute(PointLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) constcastor3d::shader::PhongLightingModel
compute(SpotLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) constcastor3d::shader::PhongLightingModel
computeCombined(sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) constcastor3d::shader::PhongLightingModel
computeCombinedDiffuse(sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) constcastor3d::shader::PhongLightingModel
computeDiffuse(DirectionalLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) constcastor3d::shader::PhongLightingModel
computeDiffuse(PointLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) constcastor3d::shader::PhongLightingModel
computeDiffuse(SpotLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) constcastor3d::shader::PhongLightingModel
computeMapContributions(PipelineFlags const &flags, 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 &diffuse, sdw::Vec3 &specular, sdw::Float &shininess, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)castor3d::shader::PhongLightingModel
computeMapVoxelContributions(PipelineFlags const &flags, 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 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Vec3 &diffuse, sdw::Vec3 &specular, sdw::Float &shininess)castor3d::shader::PhongLightingModel
createDiffuseModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions const &shadows, uint32_t &index, bool isOpaqueProgram)castor3d::shader::PhongLightingModelstatic
createModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions const &shadows, uint32_t &index, bool isOpaqueProgram)castor3d::shader::PhongLightingModelstatic
createModel(sdw::ShaderWriter &writer, Utils &utils, LightType light, bool lightUbo, ShadowOptions const &shadows, uint32_t &index)castor3d::shader::PhongLightingModelstatic
declareDiffuseModel(uint32_t &index)castor3d::shader::LightingModel
declareDirectionalModel(bool lightUbo, uint32_t &index)castor3d::shader::LightingModel
declareModel(uint32_t &index)castor3d::shader::LightingModel
declarePointModel(bool lightUbo, uint32_t &index)castor3d::shader::LightingModel
declareSpotModel(bool lightUbo, uint32_t &index)castor3d::shader::LightingModel
doComputeLight(Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &lightDirection, sdw::Float const &shininess, Surface surface, OutputComponents &output)castor3d::shader::PhongLightingModelprotected
doComputeLightDiffuse(Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &lightDirection, sdw::Float const &shininess, Surface surface)castor3d::shader::PhongLightingModelprotected
doDeclareComputeDirectionalLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeDirectionalLightDiffuse() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeLight()castor3d::shader::PhongLightingModelprotected
doDeclareComputeLightDiffuse()castor3d::shader::PhongLightingModelprotected
doDeclareComputePointLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputePointLightDiffuse() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeSpotLight() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareComputeSpotLightDiffuse() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareDiffuseModel() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclareDirectionalLight()castor3d::shader::LightingModelprotected
doDeclareDirectionalLightUbo()castor3d::shader::LightingModelprotected
doDeclareGetBaseLight()castor3d::shader::LightingModelprotected
doDeclareGetCascadeFactors()castor3d::shader::LightingModelprotected
doDeclareGetDirectionalLight()castor3d::shader::LightingModelprotected
doDeclareGetPointLight()castor3d::shader::LightingModelprotected
doDeclareGetSpotLight()castor3d::shader::LightingModelprotected
doDeclareLight()castor3d::shader::LightingModelprotected
doDeclareModel() overridecastor3d::shader::PhongLightingModelprotectedvirtual
doDeclarePointLight()castor3d::shader::LightingModelprotected
doDeclarePointLightUbo()castor3d::shader::LightingModelprotected
doDeclareSpotLight()castor3d::shader::LightingModelprotected
doDeclareSpotLightUbo()castor3d::shader::LightingModelprotected
getBaseLight(sdw::Int const &value) constcastor3d::shader::LightingModelprotected
getDirectionalLight(sdw::Int const &index) constcastor3d::shader::LightingModel
getPointLight(sdw::Int const &index) constcastor3d::shader::LightingModel
getShadowModel() constcastor3d::shader::LightingModelinline
getSpotLight(sdw::Int const &index) constcastor3d::shader::LightingModel
LightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, bool isOpaqueProgram)castor3d::shader::LightingModel
m_computeDirectionalcastor3d::shader::PhongLightingModel
m_computeDirectionalDiffusecastor3d::shader::PhongLightingModel
m_computeLightcastor3d::shader::PhongLightingModel
m_computeLightDiffusecastor3d::shader::PhongLightingModel
m_computePointcastor3d::shader::PhongLightingModel
m_computePointDiffusecastor3d::shader::PhongLightingModel
m_computeSpotcastor3d::shader::PhongLightingModel
m_computeSpotDiffusecastor3d::shader::PhongLightingModel
m_directionalLightTypecastor3d::shader::LightingModelprotected
m_getBaseLightcastor3d::shader::LightingModelprotected
m_getCascadeFactorscastor3d::shader::LightingModelprotected
m_getDirectionalLightcastor3d::shader::LightingModelprotected
m_getPointLightcastor3d::shader::LightingModelprotected
m_getSpotLightcastor3d::shader::LightingModelprotected
m_isOpaqueProgramcastor3d::shader::LightingModelprotected
m_lightTypecastor3d::shader::LightingModelprotected
m_pointLightTypecastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::shader::LightingModelprotected
m_spotLightTypecastor3d::shader::LightingModelprotected
m_utilscastor3d::shader::LightingModelprotected
m_writercastor3d::shader::LightingModelprotected
Namecastor3d::shader::PhongLightingModelstatic
PhongLightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, bool isOpaqueProgram)castor3d::shader::PhongLightingModel
UboBindingPointcastor3d::shader::LightingModelstatic