#include <GlslLightSurface.hpp>
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C3D_API | LightSurface (sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) |
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C3D_API | LightSurface (sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts, bool enableFresnel, bool enableIridescence) |
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C3D_API void | updateN (sdw::Vec3 const N) const |
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C3D_API void | updateL (sdw::Vec3 const L) const |
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C3D_API void | updateN (Utils &utils, sdw::Vec3 const N, sdw::Vec3 const f0, BlendComponents const &components) const |
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C3D_API void | updateL (Utils &utils, sdw::Vec3 const L, sdw::Vec3 const f0, BlendComponents const &components) const |
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auto | eyePosition () const |
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auto | worldPosition () const |
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auto | viewPosition () const |
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auto | clipPosition () const |
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auto | vertexToLight () const |
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auto | V () const |
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auto | N () const |
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auto | L () const |
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auto | H () const |
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auto | lengthV () const |
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auto | lengthL () const |
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auto | NdotV () const |
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sdw::Float | NdotL () const |
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sdw::Float | NdotH () const |
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sdw::Vec3 | F () const |
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sdw::Vec3 | spcF () const |
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sdw::Vec3 | difF () const |
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static C3D_API sdw::type::BaseStructPtr | makeType (ast::type::TypesCache &cache, sdw::type::TypePtr type) |
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static C3D_API sdw::type::BaseStructPtr | makeType (ast::type::TypesCache &cache, bool enableDotProducts, bool enableFresnel, bool enableIridescence) |
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static C3D_API LightSurface | create (sdw::ShaderWriter &writer, std::string const &name, sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts=true, bool enableFresnel=true, bool enableIridescence=true) |
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static C3D_API LightSurface | create (sdw::ShaderWriter &writer, std::string const &name, sdw::Vec3 const world, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts=false, bool enableFresnel=false, bool enableIridescence=false) |
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static C3D_API LightSurface | create (sdw::ShaderWriter &writer, Utils &utils, std::string const &name, sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, sdw::Vec3 const f0, BlendComponents const &components, bool enableDotProducts=true, bool enableFresnel=true, bool enableIridescence=true) |
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◆ LightSurface() [1/2]
C3D_API castor3d::shader::LightSurface::LightSurface |
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sdw::ShaderWriter & |
writer, |
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sdw::expr::ExprPtr |
expr, |
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bool |
enabled |
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) |
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◆ LightSurface() [2/2]
C3D_API castor3d::shader::LightSurface::LightSurface |
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sdw::Vec3 const |
eye, |
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sdw::Vec3 const |
world, |
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sdw::Vec3 const |
view, |
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sdw::Vec3 const |
clip, |
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sdw::Vec3 const |
normal, |
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bool |
enableDotProducts, |
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bool |
enableFresnel, |
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bool |
enableIridescence |
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) |
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◆ clipPosition()
auto castor3d::shader::LightSurface::clipPosition |
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const |
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◆ create() [1/3]
static C3D_API LightSurface castor3d::shader::LightSurface::create |
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sdw::ShaderWriter & |
writer, |
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std::string const & |
name, |
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sdw::Vec3 const |
eye, |
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sdw::Vec3 const |
world, |
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sdw::Vec3 const |
view, |
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sdw::Vec3 const |
clip, |
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sdw::Vec3 const |
normal, |
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bool |
enableDotProducts = true , |
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bool |
enableFresnel = true , |
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bool |
enableIridescence = true |
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) |
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◆ create() [2/3]
static C3D_API LightSurface castor3d::shader::LightSurface::create |
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sdw::ShaderWriter & |
writer, |
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std::string const & |
name, |
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sdw::Vec3 const |
world, |
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sdw::Vec3 const |
clip, |
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sdw::Vec3 const |
normal, |
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bool |
enableDotProducts = false , |
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bool |
enableFresnel = false , |
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bool |
enableIridescence = false |
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) |
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◆ create() [3/3]
static C3D_API LightSurface castor3d::shader::LightSurface::create |
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sdw::ShaderWriter & |
writer, |
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Utils & |
utils, |
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std::string const & |
name, |
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sdw::Vec3 const |
eye, |
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sdw::Vec3 const |
world, |
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sdw::Vec3 const |
view, |
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sdw::Vec3 const |
clip, |
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sdw::Vec3 const |
normal, |
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sdw::Vec3 const |
f0, |
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BlendComponents const & |
components, |
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bool |
enableDotProducts = true , |
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bool |
enableFresnel = true , |
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bool |
enableIridescence = true |
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) |
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◆ difF()
sdw::Vec3 castor3d::shader::LightSurface::difF |
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const |
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◆ eyePosition()
auto castor3d::shader::LightSurface::eyePosition |
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const |
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◆ F()
sdw::Vec3 castor3d::shader::LightSurface::F |
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const |
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◆ H()
auto castor3d::shader::LightSurface::H |
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const |
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◆ L()
auto castor3d::shader::LightSurface::L |
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const |
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◆ lengthL()
auto castor3d::shader::LightSurface::lengthL |
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const |
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◆ lengthV()
auto castor3d::shader::LightSurface::lengthV |
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const |
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◆ makeType() [1/2]
static C3D_API sdw::type::BaseStructPtr castor3d::shader::LightSurface::makeType |
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ast::type::TypesCache & |
cache, |
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bool |
enableDotProducts, |
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bool |
enableFresnel, |
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bool |
enableIridescence |
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) |
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◆ makeType() [2/2]
static C3D_API sdw::type::BaseStructPtr castor3d::shader::LightSurface::makeType |
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ast::type::TypesCache & |
cache, |
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sdw::type::TypePtr |
type |
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) |
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◆ N()
auto castor3d::shader::LightSurface::N |
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const |
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◆ NdotH()
sdw::Float castor3d::shader::LightSurface::NdotH |
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const |
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◆ NdotL()
sdw::Float castor3d::shader::LightSurface::NdotL |
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const |
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◆ NdotV()
auto castor3d::shader::LightSurface::NdotV |
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const |
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◆ spcF()
sdw::Vec3 castor3d::shader::LightSurface::spcF |
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const |
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◆ updateL() [1/2]
C3D_API void castor3d::shader::LightSurface::updateL |
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sdw::Vec3 const |
L | ) |
const |
◆ updateL() [2/2]
C3D_API void castor3d::shader::LightSurface::updateL |
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Utils & |
utils, |
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sdw::Vec3 const |
L, |
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sdw::Vec3 const |
f0, |
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BlendComponents const & |
components |
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◆ updateN() [1/2]
C3D_API void castor3d::shader::LightSurface::updateN |
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sdw::Vec3 const |
N | ) |
const |
◆ updateN() [2/2]
C3D_API void castor3d::shader::LightSurface::updateN |
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Utils & |
utils, |
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sdw::Vec3 const |
N, |
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sdw::Vec3 const |
f0, |
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BlendComponents const & |
components |
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◆ V()
auto castor3d::shader::LightSurface::V |
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const |
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◆ vertexToLight()
auto castor3d::shader::LightSurface::vertexToLight |
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const |
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◆ viewPosition()
auto castor3d::shader::LightSurface::viewPosition |
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const |
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◆ worldPosition()
auto castor3d::shader::LightSurface::worldPosition |
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const |
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inline |
La documentation de cette structure a été générée à partir du fichier suivant :