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C3D_API | PhongLightingModel (LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric) |
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C3D_API void | adjustDirectLighting (BlendComponents const &components, DirectLighting &lighting) const override |
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C3D_API | LightingModel (LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool hasIblSupport, bool enableVolumetric, castor::String prefix) |
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virtual C3D_API | ~LightingModel ()=default |
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LightingModelID | getLightingModelId () const |
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bool | hasIblSupport () const |
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C3D_API void | finish (PassShaders const &passShaders, DerivSurfaceBase const &surface, Utils &utils, sdw::Vec3 const worldEye, BlendComponents &components) |
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C3D_API sdw::Vec3 | 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) |
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virtual C3D_API sdw::Vec3 | 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) |
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C3D_API void | compute (DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API void | compute (DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API void | compute (DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API sdw::Vec3 | computeDiffuse (DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) |
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C3D_API sdw::Vec3 | computeDiffuse (DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) |
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C3D_API sdw::Vec3 | computeDiffuse (DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) |
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C3D_API void | computeAllButDiffuse (DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API void | computeAllButDiffuse (DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API void | computeAllButDiffuse (DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) |
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C3D_API void | doFinish (PassShaders const &passShaders, BlendComponents &components) override |
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C3D_API sdw::Vec3 | doComputeDiffuseTerm (sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float &isLit, sdw::Vec3 output) override |
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C3D_API void | doComputeSpecularTerm (sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 output) override |
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C3D_API void | doComputeCoatingTerm (sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 output) override |
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C3D_API sdw::Vec3 | doGetDiffuseBrdf (BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedDiffuse) override |
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C3D_API sdw::Vec3 | doGetSpecularBrdf (BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedSpecular) override |
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C3D_API void | doAttenuate (sdw::Float const attenuation, DirectLighting &output, bool withDiffuse=true) |
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C3D_API void | 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) |
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C3D_API void | 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) |
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C3D_API void | 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) |
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C3D_API void | doApplyShadowsDiffuse (DirectionalShadowData const &light, sdw::Int const shadowMapIndex, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output) |
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C3D_API void | 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) |
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C3D_API void | 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) |
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C3D_API void | doApplyVolumetric (ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Vec2 const &lightIntensity, LightSurface const &lightSurface, sdw::Vec3 output, bool multiply) |
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virtual C3D_API void | doInitialiseBackground (BackgroundModel &background) |
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virtual C3D_API sdw::Vec3 | doComputeRadiance (Light const &light, sdw::Vec3 const &lightDirection) const |
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virtual C3D_API void | doComputeSheenTerm (sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec2 output) |
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virtual C3D_API void | 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) |
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virtual C3D_API void | doInitLightSpecifics (LightSurface const &lightSurface, BlendComponents const &components) |
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virtual C3D_API DerivFloat | doGetNdotL (LightSurface const &lightSurface, BlendComponents const &components) |
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virtual C3D_API DerivFloat | doGetNdotH (LightSurface const &lightSurface, BlendComponents const &components) |
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LightingModelID | m_lightingModelId |
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sdw::ShaderWriter & | m_writer |
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Materials const & | m_materials |
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Utils & | m_utils |
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Shadow & | m_shadowModel |
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Lights & | m_lights |
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bool | m_hasIblSupport |
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bool | m_enableVolumetric |
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castor::String | m_prefix |
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castor::RawUniquePtr< sdw::Struct > | m_type |
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castor::RawUniquePtr< sdw::UInt > | m_directionalCascadeIndex |
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castor::RawUniquePtr< sdw::UInt > | m_directionalCascadeCount |
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castor::RawUniquePtr< sdw::Mat4 > | m_directionalTransform |
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sdw::Function< sdw::Void, PDirectionalLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computeDirectional |
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sdw::Function< sdw::Void, PPointLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computePoint |
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sdw::Function< sdw::Void, PSpotLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computeSpot |
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sdw::Function< sdw::Vec3, InOutDirectionalLight, InBlendComponents, InLightSurface, sdw::InUInt > | m_computeDirectionalDiffuse |
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sdw::Function< sdw::Vec3, InOutPointLight, InBlendComponents, InLightSurface, sdw::InUInt > | m_computePointDiffuse |
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sdw::Function< sdw::Vec3, InOutSpotLight, InBlendComponents, InLightSurface, sdw::InUInt > | m_computeSpotDiffuse |
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sdw::Function< sdw::Void, PDirectionalLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computeDirectionalAllButDiffuse |
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sdw::Function< sdw::Void, PPointLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computePointAllButDiffuse |
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sdw::Function< sdw::Void, PSpotLight, InBlendComponents, InLightSurface, sdw::InUInt, InOutDirectLighting > | m_computeSpotAllButDiffuse |
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