Castor3D 0.14.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::shader::LightingModel, y compris les membres hérités :
adjustDirectAmbient(BlendComponents const &components, sdw::Vec3 const &directAmbient) const =0 | castor3d::shader::LightingModel | pure virtual |
adjustDirectSpecular(BlendComponents const &components, sdw::Vec3 const &directSpecular) const =0 | castor3d::shader::LightingModel | pure virtual |
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)=0 | castor3d::shader::LightingModel | pure virtual |
compute(PointLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output)=0 | castor3d::shader::LightingModel | pure virtual |
compute(SpotLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows, OutputComponents &output)=0 | castor3d::shader::LightingModel | pure virtual |
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)=0 | castor3d::shader::LightingModel | pure virtual |
computeDiffuse(PointLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows)=0 | castor3d::shader::LightingModel | pure virtual |
computeDiffuse(SpotLight const &light, BlendComponents const &components, Surface const &surface, sdw::Vec3 const &worldEye, sdw::UInt const &receivesShadows)=0 | castor3d::shader::LightingModel | pure virtual |
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::LightingModel | static |
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::LightingModel | inlinestatic |
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::LightingModel | static |
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::LightingModel | inlinestatic |
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::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 | |
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 |
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 | |
getFinalTransmission(BlendComponents const &components, sdw::Vec3 const &incident)=0 | castor3d::shader::LightingModel | pure virtual |
getPointLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
getReflectionModel(uint32_t &envMapBinding, uint32_t envMapSet) const =0 | castor3d::shader::LightingModel | pure virtual |
getShadowModel() const | castor3d::shader::LightingModel | inline |
getSpotLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
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_enableVolumetric | castor3d::shader::LightingModel | protected |
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_materials | castor3d::shader::LightingModel | protected |
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 |
~LightingModel()=default | castor3d::shader::LightingModel | virtual |