#include <GlslCookTorranceBRDF.hpp>
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C3D_API | CookTorranceBRDF (sdw::ShaderWriter &writer, Utils &utils) |
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C3D_API sdw::RetVec3 | compute (Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, sdw::Float const &roughness, Surface surface, OutputComponents &output) |
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C3D_API void | computeAON (Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, sdw::Float const &roughness, sdw::Float const &smoothBand, Surface surface, OutputComponents &output) |
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C3D_API sdw::Vec3 | computeDiffuse (sdw::Vec3 const &colour, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, Surface surface) |
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C3D_API sdw::Vec3 | computeDiffuse (Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, Surface surface) |
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C3D_API sdw::Vec3 | computeDiffuseAON (sdw::Vec3 const &colour, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, sdw::Float const &smoothBand, Surface surface) |
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C3D_API sdw::Vec3 | computeDiffuseAON (Light const &light, sdw::Vec3 const &worldEye, sdw::Vec3 const &direction, sdw::Vec3 const &specular, sdw::Float const &metalness, sdw::Float const &smoothBand, Surface surface) |
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◆ CookTorranceBRDF()
C3D_API castor3d::shader::CookTorranceBRDF::CookTorranceBRDF |
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sdw::ShaderWriter & |
writer, |
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Utils & |
utils |
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explicit |
◆ compute()
C3D_API sdw::RetVec3 castor3d::shader::CookTorranceBRDF::compute |
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Light const & |
light, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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sdw::Float const & |
roughness, |
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Surface |
surface, |
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OutputComponents & |
output |
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) |
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◆ computeAON()
C3D_API void castor3d::shader::CookTorranceBRDF::computeAON |
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Light const & |
light, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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sdw::Float const & |
roughness, |
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sdw::Float const & |
smoothBand, |
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Surface |
surface, |
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OutputComponents & |
output |
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) |
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◆ computeDiffuse() [1/2]
C3D_API sdw::Vec3 castor3d::shader::CookTorranceBRDF::computeDiffuse |
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Light const & |
light, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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Surface |
surface |
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◆ computeDiffuse() [2/2]
C3D_API sdw::Vec3 castor3d::shader::CookTorranceBRDF::computeDiffuse |
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sdw::Vec3 const & |
colour, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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Surface |
surface |
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◆ computeDiffuseAON() [1/2]
C3D_API sdw::Vec3 castor3d::shader::CookTorranceBRDF::computeDiffuseAON |
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Light const & |
light, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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sdw::Float const & |
smoothBand, |
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Surface |
surface |
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◆ computeDiffuseAON() [2/2]
C3D_API sdw::Vec3 castor3d::shader::CookTorranceBRDF::computeDiffuseAON |
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sdw::Vec3 const & |
colour, |
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sdw::Vec3 const & |
worldEye, |
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sdw::Vec3 const & |
direction, |
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sdw::Vec3 const & |
specular, |
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sdw::Float const & |
metalness, |
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sdw::Float const & |
smoothBand, |
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Surface |
surface |
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) |
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La documentation de cette classe a été générée à partir du fichier suivant :