Castor3D 0.15.0
Multiplatform 3D engine
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#include <GlslShadow.hpp>
Fonctions membres publiques | |
C3D_API | Shadow (ShadowOptions shadowOptions, sdw::ShaderWriter &writer) |
C3D_API void | declare (uint32_t &index, uint32_t set) |
C3D_API void | declareDirectional (uint32_t &index, uint32_t set) |
C3D_API void | declarePoint (uint32_t &index, uint32_t set) |
C3D_API void | declareSpot (uint32_t &index, uint32_t set) |
C3D_API sdw::Float | computeDirectional (shader::ShadowData const &shadows, sdw::Vec3 const &wsVertexToLight, sdw::Vec3 const &wsNormal, sdw::Vec3 const &wsPosition, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) |
C3D_API sdw::Float | computeDirectional (shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) |
C3D_API sdw::Float | computeSpot (shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::Float const &depth) |
C3D_API sdw::Float | computePoint (shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Float const &depth) |
C3D_API sdw::Float | computeVolumetric (shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) |
C3D_API sdw::Float | computeVolumetric (shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade, sdw::Float const &scattering) |
C3D_API sdw::Float | computeVolumetric (shader::ShadowData const &light, LightSurface const &lightSurface, Ray const &ray, sdw::Float const &stepLength, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade, sdw::Float const &scattering) |
C3D_API sdw::Vec4 | getLightSpacePosition (sdw::Mat4 const &lightMatrix, sdw::Vec3 const &worldSpacePosition) |
bool | isEnabled () const |
Attributs publics statiques | |
static C3D_API castor::String const | MapDepthDirectional |
static C3D_API castor::String const | MapDepthSpot |
static C3D_API castor::String const | MapDepthPoint |
static C3D_API castor::String const | MapDepthCmpDirectional |
static C3D_API castor::String const | MapDepthCmpSpot |
static C3D_API castor::String const | MapDepthCmpPoint |
static C3D_API castor::String const | MapVarianceDirectional |
static C3D_API castor::String const | MapVarianceSpot |
static C3D_API castor::String const | MapVariancePoint |
static C3D_API castor::String const | MapNormalDirectional |
static C3D_API castor::String const | MapNormalSpot |
static C3D_API castor::String const | MapNormalPoint |
static C3D_API castor::String const | MapPositionDirectional |
static C3D_API castor::String const | MapPositionSpot |
static C3D_API castor::String const | MapPositionPoint |
static C3D_API castor::String const | MapFluxDirectional |
static C3D_API castor::String const | MapFluxSpot |
static C3D_API castor::String const | MapFluxPoint |
static C3D_API castor::String const | RandomBuffer |
C3D_API castor3d::shader::Shadow::Shadow | ( | ShadowOptions | shadowOptions, |
sdw::ShaderWriter & | writer | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeDirectional | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::UInt const & | cascadeIndex, | ||
sdw::UInt const & | maxCascade | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeDirectional | ( | shader::ShadowData const & | shadows, |
sdw::Vec3 const & | wsVertexToLight, | ||
sdw::Vec3 const & | wsNormal, | ||
sdw::Vec3 const & | wsPosition, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::UInt const & | cascadeIndex, | ||
sdw::UInt const & | maxCascade | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computePoint | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
sdw::Float const & | depth | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeSpot | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::Float const & | depth | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeVolumetric | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
Ray const & | ray, | ||
sdw::Float const & | stepLength, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::UInt const & | cascadeIndex, | ||
sdw::UInt const & | maxCascade, | ||
sdw::Float const & | scattering | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeVolumetric | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::UInt const & | cascadeIndex, | ||
sdw::UInt const & | maxCascade | ||
) |
C3D_API sdw::Float castor3d::shader::Shadow::computeVolumetric | ( | shader::ShadowData const & | light, |
LightSurface const & | lightSurface, | ||
sdw::Mat4 const & | lightMatrix, | ||
sdw::UInt const & | cascadeIndex, | ||
sdw::UInt const & | maxCascade, | ||
sdw::Float const & | scattering | ||
) |
C3D_API void castor3d::shader::Shadow::declare | ( | uint32_t & | index, |
uint32_t | set | ||
) |
C3D_API void castor3d::shader::Shadow::declareDirectional | ( | uint32_t & | index, |
uint32_t | set | ||
) |
C3D_API void castor3d::shader::Shadow::declarePoint | ( | uint32_t & | index, |
uint32_t | set | ||
) |
C3D_API void castor3d::shader::Shadow::declareSpot | ( | uint32_t & | index, |
uint32_t | set | ||
) |
C3D_API sdw::Vec4 castor3d::shader::Shadow::getLightSpacePosition | ( | sdw::Mat4 const & | lightMatrix, |
sdw::Vec3 const & | worldSpacePosition | ||
) |
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inline |
Références castor3d::eNone, et castor3d::shader::ShadowOptions::type.
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