Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::LightingModel, including all inherited members.
adjustDirectLighting(BlendComponents const &components, DirectLighting &lighting) const =0 | castor3d::shader::LightingModel | pure virtual |
combine(DebugOutput &debugOutput, BlendComponents const &components, sdw::Vec3 const &incident, DirectLighting directLighting, IndirectLighting indirectLighting, 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(DebugOutput &debugOutput, BlendComponents const &components, sdw::Vec3 const &incident, DirectLighting directLighting, IndirectLighting indirectLighting, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 reflectedDiffuse, sdw::Vec3 reflectedSpecular, sdw::Vec3 refracted) | castor3d::shader::LightingModel | virtual |
compute(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
compute(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
compute(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
doApplyShadows(DirectionalShadowData const &light, sdw::Int const shadowMapIndex, sdw::Vec2 const &lightIntensity, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, DirectLighting &output, bool withDiffuse=true) | castor3d::shader::LightingModel | protected |
doApplyShadows(PointShadowData const &light, sdw::Int const shadowMapIndex, sdw::Float const lightRange, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, DirectLighting &output, bool withDiffuse=true) | castor3d::shader::LightingModel | protected |
doApplyShadows(SpotShadowData const &light, sdw::Int const shadowMapIndex, sdw::Float const lightRange, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, DirectLighting &output, bool withDiffuse=true) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(DirectionalShadowData const &light, sdw::Int const shadowMapIndex, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(PointShadowData const &light, sdw::Int const shadowMapIndex, sdw::Float const lightRange, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doApplyShadowsDiffuse(SpotShadowData const &light, sdw::Int const shadowMapIndex, sdw::Float const lightRange, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) | castor3d::shader::LightingModel | protected |
doApplyVolumetric(ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Vec2 const &lightIntensity, LightSurface const &lightSurface, sdw::Vec3 output, bool multiply) | castor3d::shader::LightingModel | protected |
doAttenuate(sdw::Float const attenuation, DirectLighting &output, bool withDiffuse=true) | 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)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doComputeDiffuseTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float &isLit, sdw::Vec3 output)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doComputeRadiance(Light const &light, sdw::Vec3 const &lightDirection) const | castor3d::shader::LightingModel | protectedvirtual |
doComputeScatteringTerm(ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Vec3 const &radiance, sdw::Vec2 const &lightIntensity, 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)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doFinish(PassShaders const &passShaders, BlendComponents &components)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doGetDiffuseBrdf(BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedDiffuse)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doGetSpecularBrdf(BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedSpecular)=0 | castor3d::shader::LightingModel | protectedpure virtual |
doInitialiseBackground(BackgroundModel &background) | castor3d::shader::LightingModel | protectedvirtual |
doInitLightSpecifics(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
finish(PassShaders const &passShaders, DerivSurfaceBase const &surface, Utils &utils, sdw::Vec3 const worldEye, BlendComponents &components) | castor3d::shader::LightingModel | |
getLightingModelId() const | castor3d::shader::LightingModel | inline |
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, castor::String prefix) | castor3d::shader::LightingModel | |
m_computeDirectional | castor3d::shader::LightingModel | protected |
m_computeDirectionalAllButDiffuse | castor3d::shader::LightingModel | protected |
m_computeDirectionalDiffuse | castor3d::shader::LightingModel | protected |
m_computePoint | castor3d::shader::LightingModel | protected |
m_computePointAllButDiffuse | castor3d::shader::LightingModel | protected |
m_computePointDiffuse | castor3d::shader::LightingModel | protected |
m_computeSpot | castor3d::shader::LightingModel | protected |
m_computeSpotAllButDiffuse | 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 |
~LightingModel()=default | castor3d::shader::LightingModel | virtual |