Castor3D 0.15.0
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, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModel
compute(PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModel
compute(SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModel
computeDiffuse(DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
computeDiffuse(PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
computeDiffuse(SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
create(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric)castor3d::shader::PhongLightingModelstatic
doApplyShadows(DirectionalLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModelprotected
doApplyShadows(PointLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModelprotected
doApplyShadows(SpotLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output)castor3d::shader::LightingModelprotected
doApplyShadowsDiffuse(DirectionalLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output)castor3d::shader::LightingModelprotected
doApplyShadowsDiffuse(PointLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output)castor3d::shader::LightingModelprotected
doApplyShadowsDiffuse(SpotLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output)castor3d::shader::LightingModelprotected
doComputeAttenuation(sdw::Float const attenuation, OutputComponents &output)castor3d::shader::LightingModelprotected
doComputeCoatingTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 &output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doComputeDiffuseTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float &isLit, sdw::Vec3 &output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doComputeRadiance(Light const &light, sdw::Vec3 const &lightDirection) constcastor3d::shader::LightingModelprotectedvirtual
doComputeScatteringTerm(sdw::Vec3 const &radiance, Light const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::Vec3 &output)castor3d::shader::LightingModelprotectedvirtual
doComputeSheenTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec2 &output)castor3d::shader::LightingModelprotectedvirtual
doComputeSpecularTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 &output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doFinish(BlendComponents &components) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doInitialiseBackground(BackgroundModel &background)castor3d::shader::LightingModelprotectedvirtual
finish(PassShaders const &passShaders, SurfaceBase const &surface, Utils &utils, sdw::Vec3 const worldEye, BlendComponents &components)castor3d::shader::LightingModel
getFinalTransmission(BlendComponents const &components, sdw::Vec3 const &incident) overridecastor3d::shader::PhongLightingModelvirtual
getLightingModelId() constcastor3d::shader::LightingModelinline
getName()castor3d::shader::PhongLightingModelstatic
hasIblSupport() constcastor3d::shader::LightingModelinline
LightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool hasIblSupport, bool enableVolumetric, std::string prefix)castor3d::shader::LightingModel
m_computeDirectionalcastor3d::shader::LightingModelprotected
m_computeDirectionalDiffusecastor3d::shader::LightingModelprotected
m_computePointcastor3d::shader::LightingModelprotected
m_computePointDiffusecastor3d::shader::LightingModelprotected
m_computeSpotcastor3d::shader::LightingModelprotected
m_computeSpotDiffusecastor3d::shader::LightingModelprotected
m_directionalCascadeCountcastor3d::shader::LightingModelprotected
m_directionalCascadeIndexcastor3d::shader::LightingModelprotected
m_directionalTransformcastor3d::shader::LightingModelprotected
m_enableVolumetriccastor3d::shader::LightingModelprotected
m_hasIblSupportcastor3d::shader::LightingModelprotected
m_lightingModelIdcastor3d::shader::LightingModelprotected
m_lightscastor3d::shader::LightingModelprotected
m_materialscastor3d::shader::LightingModelprotected
m_prefixcastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::shader::LightingModelprotected
m_typecastor3d::shader::LightingModelprotected
m_utilscastor3d::shader::LightingModelprotected
m_writercastor3d::shader::LightingModelprotected
PhongLightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric)castor3d::shader::PhongLightingModel
~LightingModel()=defaultcastor3d::shader::LightingModelvirtual