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C3D_API | PhongReflectionModel (sdw::ShaderWriter &writer, Utils &utils, uint32_t &envMapBinding, uint32_t envMapSet) |
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C3D_API void | computeDeferred (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Int envMapIndex, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission, sdw::Vec3 &ambient, sdw::Vec3 &reflected, sdw::Vec3 &refracted) override |
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C3D_API sdw::Vec3 | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData) override |
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C3D_API sdw::Vec3 | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission) override |
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C3D_API void | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission, sdw::Vec3 &ambient, sdw::Vec3 &reflected, sdw::Vec3 &refracted) override |
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C3D_API | ReflectionModel (sdw::ShaderWriter &writer, Utils &utils, PassFlags const &passFlags) |
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C3D_API | ReflectionModel (sdw::ShaderWriter &writer, Utils &utils) |
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virtual C3D_API | ~ReflectionModel ()=default |
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virtual C3D_API void | computeDeferred (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Int envMapIndex, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission, sdw::Vec3 &ambient, sdw::Vec3 &reflected, sdw::Vec3 &refracted)=0 |
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virtual C3D_API sdw::Vec3 | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData)=0 |
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virtual C3D_API sdw::Vec3 | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission)=0 |
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virtual C3D_API void | computeForward (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Float const &refractionRatio, sdw::Vec3 const &transmission, sdw::Vec3 &ambient, sdw::Vec3 &reflected, sdw::Vec3 &refracted)=0 |
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C3D_API sdw::Float | computeFresnel (LightMaterial &material, Surface const &surface, SceneData const &sceneData, sdw::Float const &refractionRatio) |
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C3D_API sdw::Vec4 | computeScreenSpace (MatrixData const &matrixData, sdw::Vec3 const &viewPosition, sdw::Vec3 const &worldNormal, sdw::Vec2 const &texcoord, sdw::Vec4 const &ssrSettings, sdw::CombinedImage2DR32 const &depthMap, sdw::CombinedImage2DRgba32 const &normalMap, sdw::CombinedImage2DRgba32 const &colourMap) |
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sdw::Boolean | traceScreenSpace (sdw::Vec3 csOrigin, sdw::Vec3 csDirection, sdw::Mat4 projectToPixelMatrix, sdw::CombinedImage2DR32 csZBuffer, sdw::Vec2 csZBufferSize, sdw::Float csZThickness, sdw::Boolean csZBufferIsHyperbolic, sdw::Vec3 clipInfo, sdw::Float nearPlaneZ, sdw::Float stride, sdw::Float jitterFraction, sdw::Float maxSteps, sdw::Float maxRayTraceDistance, sdw::Vec2 &hitPixel, sdw::Vec3 &csHitPoint) |
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void | declareTraceScreenSpace () |
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void | declareComputeScreenSpace (MatrixData const &matrixData) |
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void | declareComputeFresnel () |
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sdw::ShaderWriter & | m_writer |
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Utils & | m_utils |
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PassFlags | m_passFlags |
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sdw::Function< sdw::Boolean, sdw::InVec3, sdw::InVec3, sdw::InMat4, sdw::InCombinedImage2DR32, sdw::InVec2, sdw::InFloat, sdw::InBoolean, sdw::InVec3, sdw::InFloat, sdw::InFloat, sdw::InFloat, sdw::InFloat, sdw::InFloat, sdw::OutVec2, sdw::OutVec3 > | m_traceScreenSpace |
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sdw::Function< sdw::Vec4, sdw::InVec3, sdw::InVec3, sdw::InVec2, sdw::InVec4, sdw::InCombinedImage2DR32, sdw::InCombinedImage2DRgba32, sdw::InCombinedImage2DRgba32 > | m_computeScreenSpace |
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sdw::Function< sdw::Float, InSurface, sdw::InFloat, sdw::InVec3, sdw::InFloat > | m_computeFresnel |
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