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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::PhongLightingModel, including all inherited members.
applyVolumetric(ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Float const &lightIntensity, LightSurface const &lightSurface, sdw::Vec3 output, bool multiply) | castor3d::shader::LightingModel | |
combine(DebugOutput &debugOutput, ReflectionModel &reflections, sdw::CombinedImage2DRgba32 const &brdf, BlendComponents const &components, LightSurface const &lightSurface, sdw::Vec3 const &incident, sdw::Float const &ambientOcclusion, DirectLighting const &directLighting, IndirectLighting const &indirectLighting, ReflectionRefraction const &reflRefr) | castor3d::shader::LightingModel | |
compute(DebugOutputCategory const &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
compute(DebugOutputCategory const &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
compute(DebugOutputCategory const &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutputCategory const &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutputCategory const &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeAllButDiffuse(DebugOutputCategory const &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutputCategory const &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutputCategory const &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
computeDiffuse(DebugOutputCategory const &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows) | castor3d::shader::LightingModel | |
create(LightingModelID lightingModelId, LightingModelDesc const &desc, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdfHelpers, Shadow &shadowModel, Lights &lights, bool enableVolumetric) | castor3d::shader::PhongLightingModel | static |
doApplyShadows(DirectionalShadowData const &light, sdw::Int const shadowMapIndex, sdw::Float 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 |
doComputeBackgroundLayers(DebugOutputCategory const &debugOutput, BlendComponents const &components, ReflectionRefraction const &reflRefr, sdw::Vec3 const &clearcoatFresnel, sdw::Vec3 &backgroundResult) | castor3d::shader::LightingModel | protectedvirtual |
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
doInitLightSpecifics(LightSurface const &lightSurface, BlendComponents const &components) | castor3d::shader::LightingModel | protectedvirtual |
getLightingModelId() const | castor3d::shader::LightingModel | inline |
getName() | castor3d::shader::PhongLightingModel | static |
hasBackgroundReflectionsSupport() const | castor3d::shader::LightingModel | inline |
hasBackgroundRefractionSupport() const | castor3d::shader::LightingModel | inline |
hasIblSupport() const | castor3d::shader::LightingModel | inline |
LightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdfHelpers, LightingModelSpec spec, Shadow &shadowModel, Lights &lights, bool hasIblSupport, bool hasBackgroundReflectionsSupport, bool hasBackgroundRefractionSupport, bool enableVolumetric, castor::String prefix) | castor3d::shader::LightingModel | |
m_brdfHelpers | castor3d::shader::LightingModel | protected |
m_clearcoat | castor3d::shader::LightingModel | protected |
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_diffuse | 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_hasBackgroundReflectionsSupport | castor3d::shader::LightingModel | protected |
m_hasBackgroundRefractionSupport | 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_scattering | castor3d::shader::LightingModel | protected |
m_shadowModel | castor3d::shader::LightingModel | protected |
m_sheen | castor3d::shader::LightingModel | protected |
m_specular | castor3d::shader::LightingModel | protected |
m_type | castor3d::shader::LightingModel | protected |
m_utils | castor3d::shader::LightingModel | protected |
m_writer | castor3d::shader::LightingModel | protected |
PhongLightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdfHelpers, LightingModelSpec spec, Shadow &shadowModel, Lights &lights, bool enableVolumetric) | castor3d::shader::PhongLightingModel | |
~LightingModel()=default | castor3d::shader::LightingModel | virtual |