Castor3D 0.12.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::shader::PbrSGLightingModel, y compris les membres hérités :
combine(sdw::Vec3 const &directDiffuse, sdw::Vec3 const &indirectDiffuse, sdw::Vec3 const &directSpecular, sdw::Vec3 const &indirectSpecular, sdw::Vec3 const &ambient, sdw::Vec3 const &indirectAmbient, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 const &reflected, sdw::Vec3 const &refracted, sdw::Vec3 const &materialAlbedo) override | castor3d::shader::PbrLightingModel | virtual |
compute(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const override | castor3d::shader::PbrLightingModel | virtual |
compute(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const override | castor3d::shader::PbrLightingModel | virtual |
compute(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const override | castor3d::shader::PbrLightingModel | virtual |
computeCombined(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const | castor3d::shader::LightingModel | |
computeCombinedDiffuse(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const | castor3d::shader::LightingModel | |
computeDiffuse(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const override | castor3d::shader::PbrLightingModel | virtual |
computeDiffuse(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const override | castor3d::shader::PbrLightingModel | virtual |
computeDiffuse(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const override | castor3d::shader::PbrLightingModel | virtual |
computeMapContributions(PassFlags const &passFlags, TextureFlagsArray const &textures, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, sdw::UVec4 const &textures0, sdw::UVec4 const &textures1, sdw::Vec3 &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittanc, LightMaterial &lightMat, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition) override | castor3d::shader::PbrLightingModel | virtual |
computeMapDiffuseContributions(PassFlags const &passFlags, TextureFlagsArray const &textures, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, sdw::UVec4 const &textures0, sdw::UVec4 const &textures1, sdw::Vec3 const &texCoords, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, LightMaterial &lightMat) override | castor3d::shader::PbrLightingModel | virtual |
create(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram) | castor3d::shader::PbrSGLightingModel | static |
createDiffuseModel(Utils &utils, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | static |
createDiffuseModelT(Utils &utils, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | inlinestatic |
createModel(Utils &utils, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | static |
createModel(Utils &utils, castor::String const &name, LightType light, LightBindingT lightBinding, uint32_t lightSet, bool lightUbo, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | inlinestatic |
createModelT(Utils &utils, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | inlinestatic |
declareDiffuseModel(uint32_t lightsBufBinding, uint32_t lightsBufSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
declareDirectionalModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
declareModel(uint32_t lightsBufBinding, uint32_t lightsBufSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
declarePointModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
declareSpotModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
declMaterial(std::string const &name) override | castor3d::shader::PbrSGLightingModel | virtual |
doDeclareComputeDirectionalLight() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareComputeDirectionalLightDiffuse() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareComputePointLight() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareComputePointLightDiffuse() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareComputeSpotLight() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareComputeSpotLightDiffuse() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareDiffuseModel() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclareDirectionalLightUbo(uint32_t binding, uint32_t set) | 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 |
doDeclareLightsBuffer(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
doDeclareModel() override | castor3d::shader::PbrLightingModel | protectedvirtual |
doDeclarePointLightUbo(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
doDeclareSpotLightUbo(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
getBaseLight(sdw::UInt &offset) const | castor3d::shader::LightingModel | protected |
getDirectionalLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
getName() | castor3d::shader::PbrSGLightingModel | static |
getPointLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
getReflectionModel(uint32_t &envMapBinding, uint32_t envMapSet) const override | castor3d::shader::PbrLightingModel | virtual |
getShadowModel() const | castor3d::shader::LightingModel | inline |
getSpotLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
LightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram, std::string prefix) | castor3d::shader::LightingModel | |
m_computeDirectional | castor3d::shader::PbrLightingModel | |
m_computeDirectionalDiffuse | castor3d::shader::PbrLightingModel | |
m_computePoint | castor3d::shader::PbrLightingModel | |
m_computePointDiffuse | castor3d::shader::PbrLightingModel | |
m_computeSpot | castor3d::shader::PbrLightingModel | |
m_computeSpotDiffuse | castor3d::shader::PbrLightingModel | |
m_cookTorrance | castor3d::shader::PbrLightingModel | |
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_getTileFactors | castor3d::shader::LightingModel | protected |
m_isOpaqueProgram | castor3d::shader::LightingModel | protected |
m_isSpecularGlossiness | castor3d::shader::PbrLightingModel | |
m_prefix | castor3d::shader::LightingModel | protected |
m_shadowModel | castor3d::shader::LightingModel | protected |
m_ssbo | castor3d::shader::LightingModel | protected |
m_sssTransmittance | castor3d::shader::LightingModel | protected |
m_tbo | castor3d::shader::LightingModel | protected |
m_type | castor3d::shader::LightingModel | protected |
m_utils | castor3d::shader::LightingModel | protected |
m_writer | castor3d::shader::LightingModel | protected |
PbrLightingModel(bool isSpecularGlossiness, sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram) | castor3d::shader::PbrLightingModel | explicitprotected |
PbrSGLightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram) | castor3d::shader::PbrSGLightingModel | |
~LightingModel()=default | castor3d::shader::LightingModel | virtual |