Castor3D 0.16.0
Multiplatform 3D engine
castor3d::shader::PhongLightingModel Member List

This is the complete list of members for castor3d::shader::PhongLightingModel, including all inherited members.

adjustDirectLighting(BlendComponents const &components, DirectLighting &lighting) const overridecastor3d::shader::PhongLightingModelvirtual
combine(DebugOutput &debugOutput, BlendComponents const &components, sdw::Vec3 const &incident, DirectLighting directLighting, IndirectLighting indirectLighting, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 reflectedDiffuse, sdw::Vec3 reflectedSpecular, sdw::Vec3 refracted, sdw::Vec3 coatReflected, sdw::Vec3 sheenReflected)castor3d::shader::LightingModel
combine(DebugOutput &debugOutput, BlendComponents const &components, sdw::Vec3 const &incident, DirectLighting directLighting, IndirectLighting indirectLighting, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 reflectedDiffuse, sdw::Vec3 reflectedSpecular, sdw::Vec3 refracted)castor3d::shader::LightingModelvirtual
compute(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
compute(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
compute(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
computeAllButDiffuse(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
computeAllButDiffuse(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
computeAllButDiffuse(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows, DirectLighting &output)castor3d::shader::LightingModel
computeDiffuse(DebugOutput &debugOutput, DirectionalLight const &light, BlendComponents const &components, BackgroundModel &background, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
computeDiffuse(DebugOutput &debugOutput, PointLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
computeDiffuse(DebugOutput &debugOutput, SpotLight const &light, BlendComponents const &components, LightSurface const &lightSurface, sdw::UInt const &receivesShadows)castor3d::shader::LightingModel
create(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric)castor3d::shader::PhongLightingModelstatic
doApplyShadows(DirectionalShadowData const &light, sdw::Int const shadowMapIndex, sdw::Vec2 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
doApplyVolumetric(ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Vec2 const &lightIntensity, LightSurface const &lightSurface, sdw::Vec3 output, bool multiply)castor3d::shader::LightingModelprotected
doAttenuate(sdw::Float const attenuation, DirectLighting &output, bool withDiffuse=true)castor3d::shader::LightingModelprotected
doComputeCoatingTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doComputeDiffuseTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float &isLit, sdw::Vec3 output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doComputeRadiance(Light const &light, sdw::Vec3 const &lightDirection) constcastor3d::shader::LightingModelprotectedvirtual
doComputeScatteringTerm(ShadowData const &shadows, sdw::Int const shadowMapIndex, sdw::Vec3 const &radiance, sdw::Vec2 const &lightIntensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Vec3 output)castor3d::shader::LightingModelprotectedvirtual
doComputeSheenTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec2 output)castor3d::shader::LightingModelprotectedvirtual
doComputeSpecularTerm(sdw::Vec3 const &radiance, sdw::Float const &intensity, BlendComponents const &components, LightSurface const &lightSurface, sdw::Float const &isLit, sdw::Vec3 output) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doFinish(PassShaders const &passShaders, BlendComponents &components) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doGetDiffuseBrdf(BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedDiffuse) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doGetNdotH(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doGetNdotL(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
doGetSpecularBrdf(BlendComponents const &components, DirectLighting const &lighting, IndirectLighting const &indirect, sdw::Float const &ambientOcclusion, sdw::Vec3 const &reflectedSpecular) overridecastor3d::shader::PhongLightingModelprotectedvirtual
doInitialiseBackground(BackgroundModel &background)castor3d::shader::LightingModelprotectedvirtual
doInitLightSpecifics(LightSurface const &lightSurface, BlendComponents const &components)castor3d::shader::LightingModelprotectedvirtual
finish(PassShaders const &passShaders, DerivSurfaceBase const &surface, Utils &utils, sdw::Vec3 const worldEye, BlendComponents &components)castor3d::shader::LightingModel
getLightingModelId() constcastor3d::shader::LightingModelinline
getName()castor3d::shader::PhongLightingModelstatic
hasIblSupport() constcastor3d::shader::LightingModelinline
LightingModel(LightingModelID lightingModelId, sdw::ShaderWriter &writer, Materials const &materials, Utils &utils, BRDFHelpers &brdf, Shadow &shadowModel, Lights &lights, bool hasIblSupport, bool enableVolumetric, castor::String prefix)castor3d::shader::LightingModel
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_directionalCascadeCountcastor3d::shader::LightingModelprotected
m_directionalCascadeIndexcastor3d::shader::LightingModelprotected
m_directionalTransformcastor3d::shader::LightingModelprotected
m_enableVolumetriccastor3d::shader::LightingModelprotected
m_hasIblSupportcastor3d::shader::LightingModelprotected
m_lightingModelIdcastor3d::shader::LightingModelprotected
m_lightscastor3d::shader::LightingModelprotected
m_materialscastor3d::shader::LightingModelprotected
m_prefixcastor3d::shader::LightingModelprotected
m_shadowModelcastor3d::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 &brdf, Shadow &shadowModel, Lights &lights, bool enableVolumetric)castor3d::shader::PhongLightingModel
~LightingModel()=defaultcastor3d::shader::LightingModelvirtual