compute(DirectionalLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
compute(PointLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
compute(SpotLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
computeCombined(sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface, OutputComponents &output) const | castor3d::shader::PhongLightingModel | |
computeCombinedDiffuse(sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) const | castor3d::shader::PhongLightingModel | |
computeDiffuse(DirectionalLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) const | castor3d::shader::PhongLightingModel | |
computeDiffuse(PointLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) const | castor3d::shader::PhongLightingModel | |
computeDiffuse(SpotLight const &light, sdw::Vec3 const &worldEye, sdw::Float const &shininess, sdw::Int const &receivesShadows, Surface surface) const | castor3d::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::PhongLightingModel | static |
createModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions const &shadows, uint32_t &index, bool isOpaqueProgram) | castor3d::shader::PhongLightingModel | static |
createModel(sdw::ShaderWriter &writer, Utils &utils, LightType light, bool lightUbo, ShadowOptions const &shadows, uint32_t &index) | castor3d::shader::PhongLightingModel | static |
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::PhongLightingModel | protected |
doComputeLightDiffuse(Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &lightDirection, sdw::Float const &shininess, Surface surface) | castor3d::shader::PhongLightingModel | protected |
doDeclareComputeDirectionalLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeDirectionalLightDiffuse() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeLight() | castor3d::shader::PhongLightingModel | protected |
doDeclareComputeLightDiffuse() | castor3d::shader::PhongLightingModel | protected |
doDeclareComputePointLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputePointLightDiffuse() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeSpotLight() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareComputeSpotLightDiffuse() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareDiffuseModel() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclareDirectionalLight() | castor3d::shader::LightingModel | protected |
doDeclareDirectionalLightUbo() | castor3d::shader::LightingModel | protected |
doDeclareGetBaseLight() | castor3d::shader::LightingModel | protected |
doDeclareGetCascadeFactors() | castor3d::shader::LightingModel | protected |
doDeclareGetDirectionalLight() | castor3d::shader::LightingModel | protected |
doDeclareGetPointLight() | castor3d::shader::LightingModel | protected |
doDeclareGetSpotLight() | castor3d::shader::LightingModel | protected |
doDeclareLight() | castor3d::shader::LightingModel | protected |
doDeclareModel() override | castor3d::shader::PhongLightingModel | protectedvirtual |
doDeclarePointLight() | castor3d::shader::LightingModel | protected |
doDeclarePointLightUbo() | castor3d::shader::LightingModel | protected |
doDeclareSpotLight() | castor3d::shader::LightingModel | protected |
doDeclareSpotLightUbo() | castor3d::shader::LightingModel | protected |
getBaseLight(sdw::Int const &value) const | castor3d::shader::LightingModel | protected |
getDirectionalLight(sdw::Int const &index) const | castor3d::shader::LightingModel | |
getPointLight(sdw::Int const &index) const | castor3d::shader::LightingModel | |
getShadowModel() const | castor3d::shader::LightingModel | inline |
getSpotLight(sdw::Int const &index) const | castor3d::shader::LightingModel | |
LightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, bool isOpaqueProgram) | castor3d::shader::LightingModel | |
m_computeDirectional | castor3d::shader::PhongLightingModel | |
m_computeDirectionalDiffuse | castor3d::shader::PhongLightingModel | |
m_computeLight | castor3d::shader::PhongLightingModel | |
m_computeLightDiffuse | castor3d::shader::PhongLightingModel | |
m_computePoint | castor3d::shader::PhongLightingModel | |
m_computePointDiffuse | castor3d::shader::PhongLightingModel | |
m_computeSpot | castor3d::shader::PhongLightingModel | |
m_computeSpotDiffuse | castor3d::shader::PhongLightingModel | |
m_directionalLightType | castor3d::shader::LightingModel | protected |
m_getBaseLight | castor3d::shader::LightingModel | protected |
m_getCascadeFactors | castor3d::shader::LightingModel | protected |
m_getDirectionalLight | castor3d::shader::LightingModel | protected |
m_getPointLight | castor3d::shader::LightingModel | protected |
m_getSpotLight | castor3d::shader::LightingModel | protected |
m_isOpaqueProgram | castor3d::shader::LightingModel | protected |
m_lightType | castor3d::shader::LightingModel | protected |
m_pointLightType | castor3d::shader::LightingModel | protected |
m_shadowModel | castor3d::shader::LightingModel | protected |
m_spotLightType | castor3d::shader::LightingModel | protected |
m_utils | castor3d::shader::LightingModel | protected |
m_writer | castor3d::shader::LightingModel | protected |
Name | castor3d::shader::PhongLightingModel | static |
PhongLightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, bool isOpaqueProgram) | castor3d::shader::PhongLightingModel | |
UboBindingPoint | castor3d::shader::LightingModel | static |