Castor3D 0.14.0
Multiplatform 3D engine
castor3d::shader::PhongLightingModel Liste des membres

Liste complète des membres de castor3d::shader::PhongLightingModel, y compris les membres hérités :

adjustDirectAmbient(BlendComponents const &components, sdw::Vec3 const &directAmbient) const overridecastor3d::shader::PhongLightingModelvirtual
adjustDirectSpecular(BlendComponents const &components, sdw::Vec3 const &directSpecular) const overridecastor3d::shader::PhongLightingModelvirtual
combine(BlendComponents const &components, sdw::Vec3 const &incident, sdw::Vec3 const &directDiffuse, sdw::Vec3 const &indirectDiffuse, sdw::Vec3 const &directSpecular, sdw::Vec3 const &directScattering, sdw::Vec3 const &directCoatingSpecular, sdw::Vec2 const &directSheen, sdw::Vec3 const &indirectSpecular, sdw::Vec3 const &directAmbient, sdw::Vec3 const &indirectAmbient, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 reflectedDiffuse, sdw::Vec3 reflectedSpecular, sdw::Vec3 refracted, sdw::Vec3 coatReflected, sdw::Vec3 sheenReflected)castor3d::shader::LightingModel
combine(BlendComponents const &components, sdw::Vec3 const &incident, sdw::Vec3 const &directDiffuse, sdw::Vec3 const &indirectDiffuse, sdw::Vec3 const &directSpecular, sdw::Vec3 const &directScattering, sdw::Vec3 const &directCoatingSpecular, sdw::Vec2 const &directSheen, sdw::Vec3 const &indirectSpecular, sdw::Vec3 const &directAmbient, sdw::Vec3 const &indirectAmbient, sdw::Vec3 reflectedDiffuse, sdw::Vec3 reflectedSpecular, sdw::Vec3 refracted, sdw::Vec3 coatReflected, sdw::Vec3 sheenReflected)castor3d::shader::LightingModel
compute(DirectionalLight const &light, BlendComponents const &components, Surface const &surface, BackgroundModel &background, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output) overridecastor3d::shader::PhongLightingModelvirtual
compute(PointLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output) overridecastor3d::shader::PhongLightingModelvirtual
compute(SpotLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output) overridecastor3d::shader::PhongLightingModelvirtual
computeCombined(BlendComponents const &components, SceneData const &sceneData, BackgroundModel &background, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModel
computeCombinedDiffuse(BlendComponents const &components, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
computeDiffuse(DirectionalLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows) overridecastor3d::shader::PhongLightingModelvirtual
computeDiffuse(PointLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows) overridecastor3d::shader::PhongLightingModelvirtual
computeDiffuse(SpotLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows) overridecastor3d::shader::PhongLightingModelvirtual
create(sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool enableVolumetric)castor3d::shader::PhongLightingModelstatic
createDiffuseModel(Engine const &engine, Materials const &materials, Utils &utils, BRDFHelpers &brdf, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool enableVolumetric)castor3d::shader::LightingModelstatic
createDiffuseModelT(Engine const &engine, Materials const &materials, Utils &utils, BRDFHelpers &brdf, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool enableVolumetric)castor3d::shader::LightingModelinlinestatic
createModel(Engine const &engine, Materials const &materials, Utils &utils, BRDFHelpers &brdf, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool enableVolumetric)castor3d::shader::LightingModelstatic
createModel(Engine const &engine, Materials const &materials, Utils &utils, BRDFHelpers &brdf, 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(Engine const &engine, Materials const &materials, Utils &utils, BRDFHelpers &brdf, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool enableVolumetric)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
doComputeLight(Light const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Vec3 const &lightDirection, OutputComponents &output)castor3d::shader::PhongLightingModelprotected
doComputeLightDiffuse(Light const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Vec3 const &lightDirection)castor3d::shader::PhongLightingModelprotected
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
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
getFinalTransmission(BlendComponents const &components, sdw::Vec3 const &incident) overridecastor3d::shader::PhongLightingModelvirtual
getName()castor3d::shader::PhongLightingModelstatic
getPointLight(sdw::UInt const &index) constcastor3d::shader::LightingModel
getReflectionModel(uint32_t &envMapBinding, uint32_t envMapSet) const overridecastor3d::shader::PhongLightingModelvirtual
getShadowModel() constcastor3d::shader::LightingModelinline
getSpotLight(sdw::UInt const &index) constcastor3d::shader::LightingModel
isBlinnPhong() constcastor3d::shader::PhongLightingModelinline
LightingModel(sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool enableVolumetric, std::string prefix)castor3d::shader::LightingModel
m_computeDirectionalcastor3d::shader::PhongLightingModel
m_computeDirectionalDiffusecastor3d::shader::PhongLightingModel
m_computeLightcastor3d::shader::PhongLightingModel
m_computeLightDiffusecastor3d::shader::PhongLightingModel
m_computePointcastor3d::shader::PhongLightingModel
m_computePointDiffusecastor3d::shader::PhongLightingModel
m_computeSpotcastor3d::shader::PhongLightingModel
m_computeSpotDiffusecastor3d::shader::PhongLightingModel
m_enableVolumetriccastor3d::shader::LightingModelprotected
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_isBlinnPhongcastor3d::shader::PhongLightingModel
m_materialscastor3d::shader::LightingModelprotected
m_prefixcastor3d::shader::PhongLightingModel
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
PhongLightingModel(sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool enableVolumetric, bool isBlinnPhong)castor3d::shader::PhongLightingModel
~LightingModel()=defaultcastor3d::shader::LightingModelvirtual