Castor3D 0.12.0
Multiplatform 3D engine
castor3d::shader::PbrSGLightingModel Liste des membres

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) overridecastor3d::shader::PbrLightingModelvirtual
compute(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const overridecastor3d::shader::PbrLightingModelvirtual
compute(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const overridecastor3d::shader::PbrLightingModelvirtual
compute(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const overridecastor3d::shader::PbrLightingModelvirtual
computeCombined(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) constcastor3d::shader::LightingModel
computeCombinedDiffuse(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) constcastor3d::shader::LightingModel
computeDiffuse(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const overridecastor3d::shader::PbrLightingModelvirtual
computeDiffuse(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const overridecastor3d::shader::PbrLightingModelvirtual
computeDiffuse(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const overridecastor3d::shader::PbrLightingModelvirtual
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) overridecastor3d::shader::PbrLightingModelvirtual
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) overridecastor3d::shader::PbrLightingModelvirtual
create(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram)castor3d::shader::PbrSGLightingModelstatic
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::LightingModelstatic
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::LightingModelinlinestatic
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::LightingModelstatic
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::LightingModelinlinestatic
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::LightingModelinlinestatic
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) overridecastor3d::shader::PbrSGLightingModelvirtual
doDeclareComputeDirectionalLight() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareComputeDirectionalLightDiffuse() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareComputePointLight() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareComputePointLightDiffuse() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareComputeSpotLight() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareComputeSpotLightDiffuse() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareDiffuseModel() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclareDirectionalLightUbo(uint32_t binding, uint32_t set)castor3d::shader::LightingModelprotected
doDeclareGetBaseLight()castor3d::shader::LightingModelprotected
doDeclareGetCascadeFactors()castor3d::shader::LightingModelprotected
doDeclareGetDirectionalLight()castor3d::shader::LightingModelprotected
doDeclareGetPointLight()castor3d::shader::LightingModelprotected
doDeclareGetSpotLight()castor3d::shader::LightingModelprotected
doDeclareLightsBuffer(uint32_t binding, uint32_t set)castor3d::shader::LightingModelprotected
doDeclareModel() overridecastor3d::shader::PbrLightingModelprotectedvirtual
doDeclarePointLightUbo(uint32_t binding, uint32_t set)castor3d::shader::LightingModelprotected
doDeclareSpotLightUbo(uint32_t binding, uint32_t set)castor3d::shader::LightingModelprotected
getBaseLight(sdw::UInt &offset) constcastor3d::shader::LightingModelprotected
getDirectionalLight(sdw::UInt const &index) constcastor3d::shader::LightingModel
getName()castor3d::shader::PbrSGLightingModelstatic
getPointLight(sdw::UInt const &index) constcastor3d::shader::LightingModel
getReflectionModel(uint32_t &envMapBinding, uint32_t envMapSet) const overridecastor3d::shader::PbrLightingModelvirtual
getShadowModel() constcastor3d::shader::LightingModelinline
getSpotLight(sdw::UInt const &index) constcastor3d::shader::LightingModel
LightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram, std::string prefix)castor3d::shader::LightingModel
m_computeDirectionalcastor3d::shader::PbrLightingModel
m_computeDirectionalDiffusecastor3d::shader::PbrLightingModel
m_computePointcastor3d::shader::PbrLightingModel
m_computePointDiffusecastor3d::shader::PbrLightingModel
m_computeSpotcastor3d::shader::PbrLightingModel
m_computeSpotDiffusecastor3d::shader::PbrLightingModel
m_cookTorrancecastor3d::shader::PbrLightingModel
m_getBaseLightcastor3d::shader::LightingModelprotected
m_getCascadeFactorscastor3d::shader::LightingModelprotected
m_getDirectionalLightcastor3d::shader::LightingModelprotected
m_getPointLightcastor3d::shader::LightingModelprotected
m_getSpotLightcastor3d::shader::LightingModelprotected
m_getTileFactorscastor3d::shader::LightingModelprotected
m_isOpaqueProgramcastor3d::shader::LightingModelprotected
m_isSpecularGlossinesscastor3d::shader::PbrLightingModel
m_prefixcastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::shader::LightingModelprotected
m_ssbocastor3d::shader::LightingModelprotected
m_sssTransmittancecastor3d::shader::LightingModelprotected
m_tbocastor3d::shader::LightingModelprotected
m_typecastor3d::shader::LightingModelprotected
m_utilscastor3d::shader::LightingModelprotected
m_writercastor3d::shader::LightingModelprotected
PbrLightingModel(bool isSpecularGlossiness, sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram)castor3d::shader::PbrLightingModelexplicitprotected
PbrSGLightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram)castor3d::shader::PbrSGLightingModel
~LightingModel()=defaultcastor3d::shader::LightingModelvirtual