#include <LpvGridConfigUbo.hpp>
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static C3D_API ast::type::BaseStructPtr | makeType (ast::type::TypesCache &cache) |
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static C3D_API std::unique_ptr< sdw::Struct > | declare (sdw::ShaderWriter &writer) |
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◆ LpvGridData()
C3D_API castor3d::shader::LpvGridData::LpvGridData |
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sdw::ShaderWriter & |
writer, |
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ast::expr::ExprPtr |
expr, |
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bool |
enabled |
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) |
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◆ cellSize()
sdw::Float const & castor3d::shader::LpvGridData::cellSize |
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const |
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inline |
◆ declare()
static C3D_API std::unique_ptr< sdw::Struct > castor3d::shader::LpvGridData::declare |
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sdw::ShaderWriter & |
writer | ) |
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static |
◆ gridToScreen()
C3D_API sdw::Vec2 castor3d::shader::LpvGridData::gridToScreen |
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sdw::IVec2 const & |
pos | ) |
const |
◆ indirectAttenuation()
sdw::Float const & castor3d::shader::LpvGridData::indirectAttenuation |
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const |
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inline |
◆ makeType()
static C3D_API ast::type::BaseStructPtr castor3d::shader::LpvGridData::makeType |
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ast::type::TypesCache & |
cache | ) |
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static |
◆ nextGrid()
C3D_API sdw::Vec3 castor3d::shader::LpvGridData::nextGrid |
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sdw::IVec3 const & |
pos, |
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sdw::Vec3 const & |
dir |
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) |
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◆ SDW_DeclStructInstance()
◆ worldToGrid() [1/2]
C3D_API sdw::IVec3 castor3d::shader::LpvGridData::worldToGrid |
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sdw::Vec3 const & |
pos | ) |
const |
◆ worldToGrid() [2/2]
C3D_API sdw::IVec3 castor3d::shader::LpvGridData::worldToGrid |
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sdw::Vec3 const & |
pos, |
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sdw::Vec3 const & |
nml |
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) |
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◆ worldToTex()
C3D_API sdw::Vec3 castor3d::shader::LpvGridData::worldToTex |
( |
sdw::Vec3 const & |
pos | ) |
const |
◆ cameraPos
sdw::Vec3 castor3d::shader::LpvGridData::cameraPos |
◆ gridDepth
sdw::Float castor3d::shader::LpvGridData::gridDepth |
◆ gridHeight
sdw::Float castor3d::shader::LpvGridData::gridHeight |
◆ gridSize
sdw::Vec3 castor3d::shader::LpvGridData::gridSize |
◆ gridWidth
sdw::Float castor3d::shader::LpvGridData::gridWidth |
◆ minVolumeCorner
sdw::Vec3 castor3d::shader::LpvGridData::minVolumeCorner |
La documentation de cette structure a été générée à partir du fichier suivant :