Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::Shadow, including all inherited members.
computeDirectional(shader::ShadowData const &shadows, sdw::Vec3 const &wsVertexToLight, sdw::Vec3 const &wsNormal, sdw::Vec3 const &wsPosition, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) | castor3d::shader::Shadow | |
computeDirectional(shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) | castor3d::shader::Shadow | |
computePoint(shader::ShadowData const &light, sdw::Int const &shadowMapIndex, LightSurface const &lightSurface, sdw::Float const &depth) | castor3d::shader::Shadow | |
computeSpot(shader::ShadowData const &light, sdw::Int const &shadowMapIndex, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::Float const &depth) | castor3d::shader::Shadow | |
computeVolumetric(shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade) | castor3d::shader::Shadow | |
computeVolumetric(shader::ShadowData const &light, LightSurface const &lightSurface, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade, sdw::Float const &scattering) | castor3d::shader::Shadow | |
computeVolumetric(shader::ShadowData const &light, LightSurface const &lightSurface, Ray const &ray, sdw::Float const &stepLength, sdw::Mat4 const &lightMatrix, sdw::UInt const &cascadeIndex, sdw::UInt const &maxCascade, sdw::Float const &scattering) | castor3d::shader::Shadow | |
declare(uint32_t &index, uint32_t set) | castor3d::shader::Shadow | |
declareDirectional(uint32_t &index, uint32_t set) | castor3d::shader::Shadow | |
declarePoint(uint32_t &index, uint32_t set) | castor3d::shader::Shadow | |
declareSpot(uint32_t &index, uint32_t set) | castor3d::shader::Shadow | |
getDirectionalShadows() | castor3d::shader::Shadow | |
getLightSpacePosition(sdw::Mat4 const &lightMatrix, sdw::Vec3 const &worldSpacePosition) | castor3d::shader::Shadow | |
getMapDepthDirectional() const | castor3d::shader::Shadow | |
getMapDepthPoint() const | castor3d::shader::Shadow | |
getMapDepthSpot() const | castor3d::shader::Shadow | |
getMaxCascadeCount() const | castor3d::shader::Shadow | |
getPointShadows(sdw::Int const &index) | castor3d::shader::Shadow | |
getSpotShadows(sdw::Int const &index) | castor3d::shader::Shadow | |
hasMapDepthDirectional() const | castor3d::shader::Shadow | |
hasMapDepthPoint() const | castor3d::shader::Shadow | |
hasMapDepthSpot() const | castor3d::shader::Shadow | |
isEnabled() const | castor3d::shader::Shadow | inline |
Shadow(ShadowOptions shadowOptions, sdw::ShaderWriter &writer) | castor3d::shader::Shadow |