#include <ClustersUbo.hpp>
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| ClustersData (sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) |
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void | setConfig (ClustersConfig const *config) |
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auto | dimensions () const |
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auto | clusterSize () const |
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auto | viewNear () const |
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auto | viewFar () const |
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auto | pointLightLevels () const |
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auto | spotLightLevels () const |
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auto | pointLightCount () const |
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auto | spotLightCount () const |
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auto | splitScheme () const |
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auto | bias () const |
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auto | enableWaveIntrinsics () const |
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C3D_API sdw::RetU32Vec3 | computeClusterIndex3D (sdw::UInt32 const index) |
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C3D_API sdw::RetU32Vec3 | computeClusterIndex3D (sdw::Vec2 const screenPos, sdw::Float viewZ, sdw::Vec4 const clustersLightsData) |
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C3D_API sdw::RetUInt32 | computeClusterIndex1D (sdw::U32Vec3 const clusterIndex3D) |
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C3D_API sdw::RetVec2 | getClusterDepthBounds (sdw::U32Vec3 const clusterIndex3D, sdw::Vec4 const clustersLightsData, sdw::Vec4 const lightsAABBRange) |
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C3D_API sdw::RetVoid | computeGlobalLightsData (sdw::Vec4 const lightsMin, sdw::Vec4 const lightsMax, sdw::Float const nearPlane, sdw::Float const farPlane, sdw::Vec4 &clustersLightsData, sdw::Vec4 &lightsAABBRange) |
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◆ ClustersData()
castor3d::shader::ClustersData::ClustersData |
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sdw::ShaderWriter & | writer, |
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ast::expr::ExprPtr | expr, |
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bool | enabled ) |
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◆ bias()
auto castor3d::shader::ClustersData::bias |
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const |
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◆ clusterSize()
auto castor3d::shader::ClustersData::clusterSize |
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const |
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◆ computeClusterIndex1D()
C3D_API sdw::RetUInt32 castor3d::shader::ClustersData::computeClusterIndex1D |
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sdw::U32Vec3 const | clusterIndex3D | ) |
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◆ computeClusterIndex3D() [1/2]
C3D_API sdw::RetU32Vec3 castor3d::shader::ClustersData::computeClusterIndex3D |
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sdw::UInt32 const | index | ) |
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◆ computeClusterIndex3D() [2/2]
C3D_API sdw::RetU32Vec3 castor3d::shader::ClustersData::computeClusterIndex3D |
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sdw::Vec2 const | screenPos, |
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sdw::Float | viewZ, |
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sdw::Vec4 const | clustersLightsData ) |
◆ computeGlobalLightsData()
C3D_API sdw::RetVoid castor3d::shader::ClustersData::computeGlobalLightsData |
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sdw::Vec4 const | lightsMin, |
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sdw::Vec4 const | lightsMax, |
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sdw::Float const | nearPlane, |
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sdw::Float const | farPlane, |
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sdw::Vec4 & | clustersLightsData, |
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sdw::Vec4 & | lightsAABBRange ) |
◆ dimensions()
auto castor3d::shader::ClustersData::dimensions |
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const |
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◆ enableWaveIntrinsics()
auto castor3d::shader::ClustersData::enableWaveIntrinsics |
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const |
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◆ getClusterDepthBounds()
C3D_API sdw::RetVec2 castor3d::shader::ClustersData::getClusterDepthBounds |
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sdw::U32Vec3 const | clusterIndex3D, |
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sdw::Vec4 const | clustersLightsData, |
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sdw::Vec4 const | lightsAABBRange ) |
◆ pointLightCount()
auto castor3d::shader::ClustersData::pointLightCount |
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const |
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◆ pointLightLevels()
auto castor3d::shader::ClustersData::pointLightLevels |
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const |
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◆ setConfig()
void castor3d::shader::ClustersData::setConfig |
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ClustersConfig const * | config | ) |
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◆ splitScheme()
auto castor3d::shader::ClustersData::splitScheme |
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const |
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◆ spotLightCount()
auto castor3d::shader::ClustersData::spotLightCount |
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const |
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◆ spotLightLevels()
auto castor3d::shader::ClustersData::spotLightLevels |
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const |
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◆ viewFar()
auto castor3d::shader::ClustersData::viewFar |
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const |
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◆ viewNear()
auto castor3d::shader::ClustersData::viewNear |
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const |
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inline |
The documentation for this struct was generated from the following file: