#include <GlslClusteredLights.hpp>
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C3D_API | ClusteredLights (sdw::ShaderWriter &writer, uint32_t &binding, uint32_t set, ClustersConfig const *config, bool enabled) |
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| ClusteredLights (sdw::ShaderWriter &writer, uint32_t &binding, uint32_t set, ClustersConfig const *config) |
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C3D_API void | computeCombinedDifSpec (Lights &lights, LightingModel &lightingModel, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const receivesShadows, sdw::Vec2 const screenPosition, sdw::Float const viewDepth, DebugOutput &debugOutput, DirectLighting &output) |
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C3D_API void | computeCombinedAllButDif (Lights &lights, LightingModel &lightingModel, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const receivesShadows, sdw::Vec2 const screenPosition, sdw::Float const viewDepth, DebugOutput &debugOutput, DirectLighting &output) |
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C3D_API void | computeCombinedDif (Lights &lights, LightingModel &lightingModel, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const receivesShadows, sdw::Vec2 const screenPosition, sdw::Float const viewDepth, DebugOutput &debugOutput, sdw::Vec3 &output) |
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bool | isEnabled () const noexcept |
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◆ ClusteredLights() [1/2]
C3D_API castor3d::shader::ClusteredLights::ClusteredLights |
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sdw::ShaderWriter & | writer, |
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uint32_t & | binding, |
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uint32_t | set, |
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ClustersConfig const * | config, |
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bool | enabled ) |
◆ ClusteredLights() [2/2]
castor3d::shader::ClusteredLights::ClusteredLights |
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sdw::ShaderWriter & | writer, |
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uint32_t & | binding, |
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uint32_t | set, |
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ClustersConfig const * | config ) |
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inline |
◆ computeCombinedAllButDif()
◆ computeCombinedDif()
C3D_API void castor3d::shader::ClusteredLights::computeCombinedDif |
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Lights & | lights, |
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LightingModel & | lightingModel, |
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BlendComponents const & | components, |
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LightSurface const & | lightSurface, |
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sdw::UInt const | receivesShadows, |
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sdw::Vec2 const | screenPosition, |
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sdw::Float const | viewDepth, |
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DebugOutput & | debugOutput, |
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sdw::Vec3 & | output ) |
◆ computeCombinedDifSpec()
◆ isEnabled()
bool castor3d::shader::ClusteredLights::isEnabled |
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const |
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inlinenoexcept |
The documentation for this class was generated from the following file: