#include <DefaultReflRefrComponent.hpp>
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C3D_API void | computeReflRefr (shader::ReflectionModel &reflections, shader::BlendComponents &components, shader::LightSurface const &lightSurface, sdw::Vec4 const &position, shader::BackgroundModel &background, sdw::CombinedImage2DRgba32 const &mippedScene, shader::CameraData const &camera, shader::DirectLighting &lighting, shader::IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, shader::DebugOutput &debugOutput) const override |
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C3D_API void | computeReflRefr (shader::ReflectionModel &reflections, shader::BlendComponents &components, shader::LightSurface const &lightSurface, shader::BackgroundModel &background, shader::CameraData const &camera, shader::DirectLighting &lighting, shader::IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, shader::DebugOutput &debugOutput) const override |
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| PassReflRefrShader (PassComponentPlugin const &plugin) |
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C3D_API PassComponentID | getId () const |
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PassComponentPlugin const & | getPlugin () const |
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| PassShader ()=default |
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| PassShader (PassShader const &)=delete |
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PassShader & | operator= (PassShader const &)=delete |
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C3D_API | PassShader (PassShader &&)=default |
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C3D_API PassShader & | operator= (PassShader &&)=default |
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virtual C3D_API | ~PassShader ()=default |
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◆ computeReflRefr() [1/2]
C3D_API void castor3d::DefaultReflRefrComponent::ReflRefrShader::computeReflRefr |
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shader::ReflectionModel & | reflections, |
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shader::BlendComponents & | components, |
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shader::LightSurface const & | lightSurface, |
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sdw::Vec4 const & | position, |
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shader::BackgroundModel & | background, |
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sdw::CombinedImage2DRgba32 const & | mippedScene, |
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shader::CameraData const & | camera, |
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shader::DirectLighting & | lighting, |
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shader::IndirectLighting & | indirect, |
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sdw::Vec2 const & | sceneUv, |
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sdw::UInt const & | envMapIndex, |
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sdw::Vec3 const & | incident, |
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sdw::UInt const & | hasReflection, |
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sdw::UInt const & | hasRefraction, |
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sdw::Float const & | refractionRatio, |
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sdw::Vec3 & | reflectedDiffuse, |
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sdw::Vec3 & | reflectedSpecular, |
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sdw::Vec3 & | refracted, |
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sdw::Vec3 & | coatReflected, |
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sdw::Vec3 & | sheenReflected, |
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shader::DebugOutput & | debugOutput ) const |
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overridevirtual |
◆ computeReflRefr() [2/2]
C3D_API void castor3d::DefaultReflRefrComponent::ReflRefrShader::computeReflRefr |
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shader::ReflectionModel & | reflections, |
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shader::BlendComponents & | components, |
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shader::LightSurface const & | lightSurface, |
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shader::BackgroundModel & | background, |
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shader::CameraData const & | camera, |
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shader::DirectLighting & | lighting, |
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shader::IndirectLighting & | indirect, |
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sdw::Vec2 const & | sceneUv, |
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sdw::UInt const & | envMapIndex, |
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sdw::Vec3 const & | incident, |
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sdw::UInt const & | hasReflection, |
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sdw::UInt const & | hasRefraction, |
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sdw::Float const & | refractionRatio, |
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sdw::Vec3 & | reflectedDiffuse, |
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sdw::Vec3 & | reflectedSpecular, |
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sdw::Vec3 & | refracted, |
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sdw::Vec3 & | coatReflected, |
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sdw::Vec3 & | sheenReflected, |
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shader::DebugOutput & | debugOutput ) const |
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overridevirtual |
The documentation for this struct was generated from the following file: