#include <PassComponent.hpp>
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| PassReflRefrShader (PassComponentPlugin const &plugin) |
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virtual C3D_API void | computeReflRefr (ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, sdw::Vec4 const &position, BackgroundModel &background, sdw::CombinedImage2DRgba32 const &mippedScene, CameraData const &camera, DirectLighting &lighting, 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, DebugOutput &debugOutput) const =0 |
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virtual C3D_API void | computeReflRefr (ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, BackgroundModel &background, CameraData const &camera, DirectLighting &lighting, 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, DebugOutput &debugOutput) const =0 |
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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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◆ PassReflRefrShader()
◆ computeReflRefr() [1/2]
virtual C3D_API void castor3d::shader::PassReflRefrShader::computeReflRefr |
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ReflectionModel & | reflections, |
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BlendComponents & | components, |
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LightSurface const & | lightSurface, |
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BackgroundModel & | background, |
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CameraData const & | camera, |
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DirectLighting & | lighting, |
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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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DebugOutput & | debugOutput ) const |
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pure virtual |
◆ computeReflRefr() [2/2]
virtual C3D_API void castor3d::shader::PassReflRefrShader::computeReflRefr |
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ReflectionModel & | reflections, |
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BlendComponents & | components, |
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LightSurface const & | lightSurface, |
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sdw::Vec4 const & | position, |
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BackgroundModel & | background, |
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sdw::CombinedImage2DRgba32 const & | mippedScene, |
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CameraData const & | camera, |
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DirectLighting & | lighting, |
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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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DebugOutput & | debugOutput ) const |
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pure virtual |
◆ getId()
◆ getPlugin()
The documentation for this struct was generated from the following file: