Castor3D 0.15.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::shader::PhongLightingModel, y compris les membres hérités :
adjustDirectAmbient(BlendComponents const &components, sdw::Vec3 const &directAmbient) const override | castor3d::shader::PhongLightingModel | virtual |
adjustDirectSpecular(BlendComponents const &components, sdw::Vec3 const &directSpecular) const override | castor3d::shader::PhongLightingModel | 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, 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::PhongLightingModel | static |
doApplyShadows(DirectionalLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output) | castor3d::shader::LightingModel | protected |
doApplyShadows(PointLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output) | castor3d::shader::LightingModel | protected |
doApplyShadows(SpotLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, OutputComponents &output) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(DirectionalLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(PointLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(SpotLight const &light, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doComputeAttenuation(sdw::Float const attenuation, OutputComponents &output) | castor3d::shader::LightingModel | protected |
doComputeCoatingTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 &output) override | castor3d::shader::PhongLightingModel | protectedvirtual |
doComputeDiffuseTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float &isLit, sdw::Vec3 &output) override | castor3d::shader::PhongLightingModel | protectedvirtual |
doComputeRadiance(Light const &light, sdw::Vec3 const &lightDirection) const | castor3d::shader::LightingModel | protectedvirtual |
doComputeScatteringTerm(sdw::Vec3 const &radiance, Light const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::Vec3 &output) | castor3d::shader::LightingModel | protectedvirtual |
doComputeSheenTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec2 &output) | castor3d::shader::LightingModel | protectedvirtual |
doComputeSpecularTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 &output) override | castor3d::shader::PhongLightingModel | protectedvirtual |
doFinish(BlendComponents &components) override | castor3d::shader::PhongLightingModel | protectedvirtual |
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doInitialiseBackground(BackgroundModel &background) | castor3d::shader::LightingModel | protectedvirtual |
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) override | castor3d::shader::PhongLightingModel | virtual |
getLightingModelId() const | castor3d::shader::LightingModel | inline |
getName() | castor3d::shader::PhongLightingModel | static |
hasIblSupport() const | castor3d::shader::LightingModel | inline |
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_computeDirectional | castor3d::shader::LightingModel | protected |
m_computeDirectionalDiffuse | castor3d::shader::LightingModel | protected |
m_computePoint | castor3d::shader::LightingModel | protected |
m_computePointDiffuse | castor3d::shader::LightingModel | protected |
m_computeSpot | castor3d::shader::LightingModel | protected |
m_computeSpotDiffuse | castor3d::shader::LightingModel | protected |
m_directionalCascadeCount | castor3d::shader::LightingModel | protected |
m_directionalCascadeIndex | castor3d::shader::LightingModel | protected |
m_directionalTransform | castor3d::shader::LightingModel | protected |
m_enableVolumetric | castor3d::shader::LightingModel | protected |
m_hasIblSupport | castor3d::shader::LightingModel | protected |
m_lightingModelId | castor3d::shader::LightingModel | protected |
m_lights | castor3d::shader::LightingModel | protected |
m_materials | castor3d::shader::LightingModel | protected |
m_prefix | castor3d::shader::LightingModel | protected |
m_shadowModel | castor3d::shader::LightingModel | protected |
m_type | castor3d::shader::LightingModel | protected |
m_utils | castor3d::shader::LightingModel | protected |
m_writer | castor3d::shader::LightingModel | protected |
PhongLightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric) | castor3d::shader::PhongLightingModel | |
~LightingModel()=default | castor3d::shader::LightingModel | virtual |