Here is a list of all class members with links to the classes they belong to:
- r -
- RadianceComputer() : castor3d::RadianceComputer
- radianceMaxDistance : castor3d::shader::VoxelData, castor3d::VoxelizerUboConfiguration
- radianceMips : castor3d::shader::VoxelData, castor3d::VoxelizerUboConfiguration
- radianceNumCones : castor3d::shader::VoxelData, castor3d::VoxelizerUboConfiguration
- radianceNumConesInv : castor3d::shader::VoxelData, castor3d::VoxelizerUboConfiguration
- radians() : castor::AngleT< Type >
- RadianToDegree : castor::AngleT< Type >
- RadianToGrad : castor::AngleT< Type >
- RadianToTurn : castor::AngleT< Type >
- radius : castor3d::shader::SsaoConfigData, castor3d::SsaoConfig
- radius2 : castor3d::shader::SsaoConfigData
- range : castor3d::LightCategory::LightData, castor3d::RenderQuadBuilderT< ConfigT, BuilderT >, castor3d::rq::ConfigT< WrapperT >, castor3d::shader::Cone, castor3d::shader::Light, castor3d::shader::PointLight, castor3d::shader::SpotLight, castor3d::TextLine, castor3d::TextWord, castor3d::UniformBufferOffsetT< DataT >, castor::ImageLayout
- Range() : castor::Range< T >
- range() : castor::RangedValue< T >
- RangedValue() : castor::RangedValue< T >
- RangeSequenceT() : castor::RangeSequenceT< T >
- RangeType : castor::RangeSequenceT< T >
- RasterizerSurfaceBaseT() : castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T >
- RasterizerSurfaceT() : castor3d::shader::RasterizerSurfaceT< Position3T, Position4T, Normal3T, Normal4T, TexcoordT, FlagT >
- rawDiffuse() : castor3d::shader::IndirectLighting
- rawOffsets : castor3d::ShadowConfig
- rawShadowOffsets() : castor3d::shader::ShadowData
- rawShadowsOffsets : castor3d::BaseShadowData
- Ray() : castor3d::Ray, castor3d::shader::Ray
- rayStepSize : castor3d::shader::VoxelData, castor3d::VctConfig, castor3d::VoxelizerUboConfiguration
- rbegin() : castor::ArrayView< ValueT, IteratorTraitsT >
- RDRAND() : castor::CpuInformations
- RDSEED() : castor::CpuInformations
- read() : castor3d::BinaryChunk, castor::BinaryFile, stbi_io_callbacks
- readArray() : castor::BinaryFile
- readChar() : castor::TextFile
- readLine() : castor::TextFile
- readNormal() : castor3d::shader::CameraData
- readWord() : castor::TextFile
- recGetMinor() : castor::Matrix< T, Columns, Rows >
- reconstructCSZ() : castor3d::shader::Utils
- reconstructNormal() : castor3d::shader::Utils
- record() : castor3d::EnvironmentMapPass, castor3d::Mesh, castor3d::Submesh, castor3d::SubmeshRenderData
- recordInto() : castor3d::MeshletBoundsTransformPass, castor3d::VertexTransformPass
- rect : castor::RectangleData
- Rectangle() : castor::Rectangle
- red() : castor::RgbaColourT< ComponentType >, castor::RgbColourT< ComponentType >
- RedMask : castor3d::TextureConfiguration
- ref() : castor3d::InstantiationComponent::ComponentData
- reference : castor::ArrayView< ValueT, IteratorTraitsT >, castor::ConstPixelIterator< PF >, castor::FlagIteratorTraitsT< FlagTypeT >, castor::PixelIterator< PF >, castor::string::utf8::const_iterator< CharT, StringT >, castor::string::utf8::iterator< CharT, StringT >
- ReflectionComponent() : castor3d::ReflectionComponent
- ReflectionModel() : castor3d::shader::ReflectionModel
- RefractionComponent() : castor3d::RefractionComponent
- RefractionData() : castor3d::RefractionData
- refractionRatio : castor3d::shader::BlendComponents, castor3d::shader::Material
- registerBackgroundModel() : castor3d::Engine
- registerBuffer() : castor3d::Engine, castor3d::RenderLoop
- registerCallback() : castor::Logger, castor::LoggerImpl, castor::LoggerInstance
- registerClickAction() : castor3d::UserInputListener
- registerClipboardTextAction() : castor3d::UserInputListener
- registerCommands() : castor3d::OverlayRenderer::OverlaysComputeData
- registerComponent() : castor3d::PassComponentRegister, castor3d::SubmeshComponentRegister
- registerComputeCommands() : castor3d::OverlayRenderer
- registerControl() : castor3d::ControlsManager, castor3d::ScrollableCtrl
- registerControlT() : castor3d::ControlsManager
- registerCuller() : castor3d::SceneRenderNodes
- registerCursorAction() : castor3d::UserInputListener
- registerDependencies() : castor3d::Mesh, castor3d::Submesh, castor3d::SubmeshRenderData
- registerExpandAction() : castor3d::UserInputListener
- registerFrame() : castor3d::RenderCube
- registerImage() : castor3d::TargetDebugConfig
- registerLight() : castor3d::LayeredLightPropagationVolumesBase, castor3d::LightPropagationVolumesBase
- registerLightingModel() : castor3d::Engine
- registerLoader() : castor::DataImageLoader, castor::ExrImageLoader, castor::FreeImageLoader, castor::GliImageLoader, castor::ImageLoader, castor::StbImageLoader, castor::XpmImageLoader
- registerMouseMoveAction() : castor3d::UserInputListener
- registerNode() : castor3d::MeshletBoundsTransformingPass, castor3d::VertexTransforming, castor3d::VertexTransformingPass
- registerOutput() : castor3d::shader::DebugOutput, castor3d::shader::DebugOutputCategory
- registerOverlay() : castor3d::OverlayPreparer
- registerParsers() : castor3d::Engine, castor::FileParser
- registerPass() : castor3d::RenderQuad, castor::ResourceCacheT< castor3d::Material, String, castor3d::MaterialCacheTraits >
- registerPassComponent() : castor3d::Engine
- registerPassComponentCombine() : castor3d::PassComponentRegister
- registerPassInputs() : castor3d::RenderQuad
- registerPassModel() : castor3d::Engine
- registerPassModels() : castor3d::Engine
- registerPipelineId() : castor3d::QueueRenderNodes
- registerRenderPassType() : castor3d::Engine
- registerSelectAction() : castor3d::UserInputListener
- registerSpecificsBuffer() : castor3d::Engine, castor::ResourceCacheT< castor3d::Material, String, castor3d::MaterialCacheTraits >
- registerSubmeshComponent() : castor3d::Engine
- registerSubmeshComponentCombine() : castor3d::SubmeshComponentRegister
- registerTextAction() : castor3d::UserInputListener
- registerTexture() : castor3d::Pass, castor::ResourceCacheT< castor3d::Material, String, castor3d::MaterialCacheTraits >
- registerTextureCombine() : castor3d::TextureUnitCache
- registerTimer() : castor3d::DebugOverlays, castor3d::Engine, castor3d::RenderLoop
- registerToneMappingName() : castor3d::RenderTargetCache
- registerType() : castor3d::ImporterFileFactory, castor3d::LightingModelFactory, castor3d::PassFactory, castor::Factory< ObjT, KeyT, PtrTypeT, CreatorT, IdT, EntryT >
- registerUnit() : castor::ResourceCacheT< castor3d::Material, String, castor3d::MaterialCacheTraits >
- registerUserContext() : castor::FileParserContext
- registerValue() : castor3d::DebugConfig
- registerWindow() : castor3d::Engine
- registerWriter() : castor::GliImageWriter, castor::ImageWriter, castor::StbImageWriter
- reinitialise() : castor::ResourceT< ResT, KeyT >
- relative : castor3d::TextureContext, castor3d::TextureSourceInfo
- relativePosition : castor3d::OverlayUboConfiguration, castor3d::shader::OverlayData
- relativeSize : castor3d::OverlayUboConfiguration, castor3d::shader::OverlayData
- release() : castor3d::QueueDataWrapper
- remap() : castor3d::shader::Utils
- remove() : castor3d::CacheViewT< CacheT, EventT >, castor3d::RenderTargetCache, castor3d::StructuredShaderBuffer< ElementTypeTraits >, castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- removeAnimation() : castor3d::Mesh, castor3d::SceneNode, castor3d::Skeleton, castor3d::TextureUnit
- removeChild() : castor3d::Control
- removeComponent() : castor3d::Pass
- removeControl() : castor3d::ControlsManager, castor3d::Layout
- removeCulled() : castor3d::SceneCuller
- removeEnvironmentMap() : castor3d::Scene
- removeFeature() : castor3d::GpuInformations
- removeFile() : castor::ZipArchive::Folder, castor::ZipArchive
- removeFlag() : castor3d::Control
- removeFont() : castor3d::Engine
- removeGamma() : castor3d::shader::HdrConfigData, castor3d::shader::Utils
- removeImage() : castor3d::Engine
- removeItem() : castor3d::ComboBoxCtrl, castor3d::ListBoxCtrl
- removeLight() : castor3d::LightBuffer
- removeNode() : castor3d::EnvironmentMap
- removeNoLock() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- removePass() : castor3d::Material, castor3d::PassBuffer, castor3d::SssProfileBuffer
- removePoint() : castor3d::BillboardList
- removeTextureAnimation() : castor3d::TextureAnimationBuffer
- removeTextureConfiguration() : castor3d::TextureConfigurationBuffer
- rename() : castor3d::Overlay, castor::NamedBaseT< T >, castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- rend() : castor::ArrayView< ValueT, IteratorTraitsT >
- render() : castor3d::BrdfPrefilter, castor3d::DebugDrawer, castor3d::EnvironmentMap, castor3d::EnvironmentMapPass, castor3d::EnvironmentPrefilter, castor3d::EquirectangularToCube, castor3d::LayeredLightPropagationVolumesBase, castor3d::LightPropagationVolumesBase, castor3d::LoadingScreen, castor3d::RadianceComputer, castor3d::RenderTarget, castor3d::RenderTargetCache, castor3d::RenderWindow, castor3d::ShadowMap, castor3d::Texture3DTo2D, castor3d::Voxelizer
- renderArea : castor3d::OverlayUboConfiguration
- RenderCube() : castor3d::RenderCube
- RenderDevice : castor3d::QueuesData, castor3d::RenderDevice
- RenderedNode : castor3d::BuffersNodesViewT< NodeT >, castor3d::InstantiatedBuffersNodesViewT< NodeT >, castor3d::InstantiatedObjectsNodesViewT< NodeT >, castor3d::InstantiatedPipelinesNodesT< NodeT >, castor3d::NodesViewT< NodeT >, castor3d::PipelinesNodesT< NodeT >
- RenderedNodeT() : castor3d::RenderedNodeT< NodeT >
- Renderer() : castor3d::Renderer
- RenderLoop() : castor3d::RenderLoop
- RenderLoopAsync() : castor3d::RenderLoopAsync
- RenderLoopSync() : castor3d::RenderLoopSync
- RenderNodesPass() : castor3d::RenderNodesPass
- RenderNodesPassDesc() : castor3d::RenderNodesPassDesc
- RenderPassRegisterInfo() : castor3d::RenderPassRegisterInfo
- renderPassType : castor3d::PipelineFlags
- RenderPipeline() : castor3d::RenderPipeline
- RenderQuad() : castor3d::RenderQuad
- RenderQuadBuilderT : castor3d::RenderQuad, castor3d::RenderQuadBuilderT< ConfigT, BuilderT >
- RenderQueue() : castor3d::RenderQueue
- renderSize() : castor3d::shader::CameraData
- renderSyncFrame() : castor3d::RenderLoop, castor3d::RenderLoopAsync, castor3d::RenderLoopSync
- renderSystem : castor3d::RenderDevice
- RenderSystem() : castor3d::RenderSystem
- RenderTarget() : castor3d::RenderTarget
- renderTarget : castor3d::RenderWindowDesc, castor3d::TargetContext, castor3d::TextureContext, castor3d::TextureSourceInfo
- RenderTargetCache() : castor3d::RenderTargetCache
- RenderTechnique() : castor3d::RenderTechnique
- RenderTechniqueNodesPass() : castor3d::RenderTechniqueNodesPass
- RenderTechniquePass : castor3d::RenderTechnique, castor3d::RenderTechniquePass
- RenderTechniquePassDesc() : castor3d::RenderTechniquePassDesc
- RenderTechniqueVisitor() : castor3d::RenderTechniqueVisitor
- RenderWindow() : castor3d::RenderWindow
- reparent() : castor3d::Overlay
- replacesMapSampling() : castor3d::FractalMappingComponent::Plugin, castor3d::PassComponentPlugin, castor3d::UntileMappingComponent::Plugin
- reportAdded() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- reportCreation() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- reportDuplicate() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- reportFailure() : castor3d::TextureUnit
- reportNull() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- reportPassChange() : castor3d::SceneRenderNodes
- reportTracked() : castor3d::GpuObjectTracker
- reportUnknown() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- resample() : castor::Image
- rescale : castor3d::SceneImportContext
- rescaleDepth() : castor3d::shader::Utils
- reserveGraphicsData() : castor3d::RenderDevice
- reserveIds : castor3d::shader::ShadowOptions
- reserveQueue() : castor3d::QueuesData
- reserveSpaceIfHidden() : castor3d::Layout::Item, castor3d::LayoutItemFlags
- reset() : castor3d::ObjectBufferOffset::GpuBufferChunk, castor3d::ObjectBufferOffset, castor3d::OverlayCategory, castor3d::OverlayRenderer::OverlaysComputeData, castor3d::Pass, castor::AsyncJobQueue, castor::ChangeTrackedT< ValueT, ControlT >, castor::DynamicBitsetT< BlockTypeT >, castor::GroupChangeTrackedT< ValueT, ControlT >, castor::LoggerStreamT< CharT, StreambufT >
- resetCamera() : castor3d::SceneCuller
- resetCount() : castor3d::shader::AppendArrayT< DataT >
- resetImages() : castor3d::TargetDebugConfig
- resetParse() : castor3d::BinaryChunk
- resetSemaphore() : castor3d::RenderTarget
- resettable() : castor3d::RenderNodesPassDesc
- resetTexture() : castor3d::Pass
- resize() : castor3d::Camera, castor3d::RenderWindow, castor3d::Viewport, castor::DynamicBitsetT< BlockTypeT >
- resource : castor3d::DoubleBufferedResourceT< ResourceT, PointerT >::Resource
- ResourceCacheBaseT() : castor::ResourceCacheBaseT< ResT, KeyT, TraitsT >
- ResourceCacheT() : castor::ResourceCacheT< ResT, KeyT, TraitsT >, castor::ResourceCacheT< castor3d::AnimatedObjectGroup, String, castor3d::AnimatedObjectGroupCacheTraits >, castor::ResourceCacheT< castor3d::Material, String, castor3d::MaterialCacheTraits >, castor::ResourceCacheT< castor3d::Overlay, String, castor3d::OverlayCacheTraits >, castor::ResourceCacheT< castor3d::Plugin, String, castor3d::PluginCacheTraits >, castor::ResourceCacheT< Font, String, FontCacheTraits >, castor::ResourceCacheT< Image, String, ImageCacheTraits >
- ResourceMergerT() : castor::ResourceMergerT< CacheT >
- ResourcePtrT : castor3d::DoubleBufferedResourceT< ResourceT, PointerT >
- resources : castor3d::Texture
- ResourceT() : castor::ResourceT< ResT, KeyT >
- ResT : castor3d::PtrCacheTraitsT< AnimatedObjectGroup, castor::String >, castor3d::PtrCacheTraitsT< FrameListener, castor::String >, castor3d::PtrCacheTraitsT< Material, castor::String >, castor3d::PtrCacheTraitsT< Overlay, castor::String >, castor3d::PtrCacheTraitsT< Plugin, castor::String >, castor3d::PtrCacheTraitsT< Sampler, castor::String >, castor3d::PtrCacheTraitsT< Scene, castor::String >, castor3d::PtrCacheTraitsT< Skeleton, castor::String >, castor3d::ResourceCacheTraitsT< Mesh, castor::String >
- resultSection : castor::ParserFunctionAndParams
- resume() : castor3d::RenderLoop, castor3d::RenderLoopAsync, castor3d::RenderLoopSync
- retired : castor3d::OverlayRenderer::OverlaysDrawData
- retrieveDirectionalLight() : castor3d::shader::Lights
- retrievePointLight() : castor3d::shader::Lights
- retrieveSpotLight() : castor3d::shader::Lights
- reverse_iterator : castor::ArrayView< ValueT, IteratorTraitsT >
- RgbaColourT() : castor::RgbaColourT< ComponentType >
- RgbaMask : castor3d::TextureConfiguration
- RgbColourT : castor::RgbColourT< ComponentType >
- RgbMask : castor3d::TextureConfiguration
- RgMask : castor3d::TextureConfiguration
- right() : castor3d::LayoutItemFlags, castor::Rectangle, castor::RectangleData::Mbr
- RLpvAccumulatorIdx : castor3d::LightPropagationPass
- RLpvGridIdx : castor3d::LightPropagationPass
- RLpvNextStepIdx : castor3d::LightPropagationPass
- roll : castor3d::SceneImportContext, castor3d::SceneNode
- root : castor3d::FontContext, castor3d::GuiContext, castor3d::MaterialContext, castor3d::MeshContext, castor3d::OverlayContext, castor3d::SceneContext, castor3d::TextureContext, castor3d::WindowContext
- RootNode : castor3d::Scene
- rotate : castor3d::NodeTransform, castor3d::SceneNode, castor3d::TextureTransform
- rotateU() : castor3d::shader::TextureConfigData, castor3d::shader::TextureTransformData, castor3d::TextureAnimationData, castor3d::TextureConfigurationBuffer::Data
- rotateV() : castor3d::shader::TextureConfigData, castor3d::shader::TextureTransformData, castor3d::TextureAnimationData, castor3d::TextureConfigurationBuffer::Data
- roughness : castor3d::ClearcoatData
- Roughness : castor3d::RoughnessMapComponent
- roughness : castor3d::shader::BlendComponents, castor3d::SheenData
- RoughnessComponent() : castor3d::RoughnessComponent
- RoughnessMapComponent() : castor3d::RoughnessMapComponent
- row_type : castor::Matrix< T, Columns, Rows >
- rptr : castor3d::OverlayContext::OverlayPtr
- rsm : castor3d::shader::ShadowOptions
- RsmFluxIdx : castor3d::LightInjectionPass
- RsmNormalsIdx : castor3d::GeometryInjectionPass, castor3d::LightInjectionPass
- RsmPositionIdx : castor3d::GeometryInjectionPass, castor3d::LightInjectionPass
- RTM() : castor::CpuInformations
- runnables : castor3d::ShadowMap::Passes