Castor3D 0.17.0
Multiplatform 3D engine
castor3d::shader::PhongLightingModel Member List

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::PhongLightingModelstatic
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::LightingModelprotected
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::LightingModelprotected
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::LightingModelprotected
doApplyShadowsDiffuse(DirectionalShadowData const &light, sdw::Int const shadowMapIndex, LightSurface const &lightSurface, sdw::Vec3 const &radiance, sdw::UInt const &receivesShadows, sdw::Vec3 &output)castor3d::shader::LightingModelprotected
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::LightingModelprotected
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::LightingModelprotected
doComputeBackgroundLayers(DebugOutputCategory const &debugOutput, BlendComponents const &components, ReflectionRefraction const &reflRefr, sdw::Vec3 const &clearcoatFresnel, sdw::Vec3 &backgroundResult)castor3d::shader::LightingModelprotectedvirtual
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doInitLightSpecifics(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
getLightingModelId() constcastor3d::shader::LightingModelinline
getName()castor3d::shader::PhongLightingModelstatic
hasBackgroundReflectionsSupport() constcastor3d::shader::LightingModelinline
hasBackgroundRefractionSupport() constcastor3d::shader::LightingModelinline
hasIblSupport() constcastor3d::shader::LightingModelinline
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_brdfHelperscastor3d::shader::LightingModelprotected
m_clearcoatcastor3d::shader::LightingModelprotected
m_computeDirectionalcastor3d::shader::LightingModelprotected
m_computeDirectionalAllButDiffusecastor3d::shader::LightingModelprotected
m_computeDirectionalDiffusecastor3d::shader::LightingModelprotected
m_computePointcastor3d::shader::LightingModelprotected
m_computePointAllButDiffusecastor3d::shader::LightingModelprotected
m_computePointDiffusecastor3d::shader::LightingModelprotected
m_computeSpotcastor3d::shader::LightingModelprotected
m_computeSpotAllButDiffusecastor3d::shader::LightingModelprotected
m_computeSpotDiffusecastor3d::shader::LightingModelprotected
m_diffusecastor3d::shader::LightingModelprotected
m_directionalCascadeCountcastor3d::shader::LightingModelprotected
m_directionalCascadeIndexcastor3d::shader::LightingModelprotected
m_directionalTransformcastor3d::shader::LightingModelprotected
m_enableVolumetriccastor3d::shader::LightingModelprotected
m_hasBackgroundReflectionsSupportcastor3d::shader::LightingModelprotected
m_hasBackgroundRefractionSupportcastor3d::shader::LightingModelprotected
m_hasIblSupportcastor3d::shader::LightingModelprotected
m_lightingModelIdcastor3d::shader::LightingModelprotected
m_lightscastor3d::shader::LightingModelprotected
m_materialscastor3d::shader::LightingModelprotected
m_prefixcastor3d::shader::LightingModelprotected
m_scatteringcastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::shader::LightingModelprotected
m_sheencastor3d::shader::LightingModelprotected
m_specularcastor3d::shader::LightingModelprotected
m_typecastor3d::shader::LightingModelprotected
m_utilscastor3d::shader::LightingModelprotected
m_writercastor3d::shader::LightingModelprotected
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()=defaultcastor3d::shader::LightingModelvirtual