![]() |
Castor3D 0.17.0
Multiplatform 3D engine
|
This is the complete list of members for castor3d::shader::LightingModel, 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 | |
| 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 |
| 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 |
| ~LightingModel()=default | castor3d::shader::LightingModel | virtual |