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Castor3D 0.12.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::LightingModel, including all inherited members.
| combine(sdw::Vec3 const &directDiffuse, sdw::Vec3 const &indirectDiffuse, sdw::Vec3 const &directSpecular, sdw::Vec3 const &indirectSpecular, sdw::Vec3 const &ambient, sdw::Vec3 const &indirectAmbient, sdw::Float const &ambientOcclusion, sdw::Vec3 const &emissive, sdw::Vec3 const &reflected, sdw::Vec3 const &refracted, sdw::Vec3 const &materialAlbedo)=0 | castor3d::shader::LightingModel | pure virtual |
| compute(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const =0 | castor3d::shader::LightingModel | pure virtual |
| compute(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const =0 | castor3d::shader::LightingModel | pure virtual |
| compute(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const =0 | castor3d::shader::LightingModel | pure virtual |
| computeCombined(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows, OutputComponents &output) const | castor3d::shader::LightingModel | |
| computeCombinedDiffuse(LightMaterial const &material, SceneData const &sceneData, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const | castor3d::shader::LightingModel | |
| computeDiffuse(DirectionalLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const =0 | castor3d::shader::LightingModel | pure virtual |
| computeDiffuse(PointLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const =0 | castor3d::shader::LightingModel | pure virtual |
| computeDiffuse(SpotLight const &light, LightMaterial const &material, Surface const &surface, sdw::Vec3 const &worldEye, sdw::Int const &receivesShadows) const =0 | castor3d::shader::LightingModel | pure virtual |
| computeMapContributions(PassFlags const &passFlags, TextureFlagsArray const &textures, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, sdw::UVec4 const &textures0, sdw::UVec4 const &textures1, sdw::Vec3 &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittance, LightMaterial &lightMat, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)=0 | castor3d::shader::LightingModel | pure virtual |
| computeMapDiffuseContributions(PassFlags const &passFlags, TextureFlagsArray const &textures, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, sdw::UVec4 const &textures0, sdw::UVec4 const &textures1, sdw::Vec3 const &texCoords, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, LightMaterial &lightMat)=0 | castor3d::shader::LightingModel | pure virtual |
| createDiffuseModel(Utils &utils, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | static |
| createDiffuseModelT(Utils &utils, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | inlinestatic |
| createModel(Utils &utils, castor::String const &name, uint32_t lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | static |
| createModel(Utils &utils, castor::String const &name, LightType light, LightBindingT lightBinding, uint32_t lightSet, bool lightUbo, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | inlinestatic |
| createModelT(Utils &utils, castor::String const &name, LightsBufBindingT lightsBufBinding, uint32_t lightsBufSet, ShadowOptions const &shadows, SssProfiles const *sssProfiles, uint32_t &shadowMapBinding, uint32_t shadowMapSet, bool isOpaqueProgram) | castor3d::shader::LightingModel | inlinestatic |
| declareDiffuseModel(uint32_t lightsBufBinding, uint32_t lightsBufSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
| declareDirectionalModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
| declareModel(uint32_t lightsBufBinding, uint32_t lightsBufSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
| declarePointModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
| declareSpotModel(bool lightUbo, uint32_t lightBinding, uint32_t lightSet, uint32_t &shadowMapBinding, uint32_t shadowMapSet) | castor3d::shader::LightingModel | |
| declMaterial(std::string const &name)=0 | castor3d::shader::LightingModel | pure virtual |
| doDeclareComputeDirectionalLight()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareComputeDirectionalLightDiffuse()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareComputePointLight()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareComputePointLightDiffuse()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareComputeSpotLight()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareComputeSpotLightDiffuse()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareDiffuseModel()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclareDirectionalLightUbo(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
| doDeclareGetBaseLight() | castor3d::shader::LightingModel | protected |
| doDeclareGetCascadeFactors() | castor3d::shader::LightingModel | protected |
| doDeclareGetDirectionalLight() | castor3d::shader::LightingModel | protected |
| doDeclareGetPointLight() | castor3d::shader::LightingModel | protected |
| doDeclareGetSpotLight() | castor3d::shader::LightingModel | protected |
| doDeclareLightsBuffer(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
| doDeclareModel()=0 | castor3d::shader::LightingModel | protectedpure virtual |
| doDeclarePointLightUbo(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
| doDeclareSpotLightUbo(uint32_t binding, uint32_t set) | castor3d::shader::LightingModel | protected |
| getBaseLight(sdw::UInt &offset) const | castor3d::shader::LightingModel | protected |
| getDirectionalLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
| getPointLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
| getReflectionModel(uint32_t &envMapBinding, uint32_t envMapSet) const =0 | castor3d::shader::LightingModel | pure virtual |
| getShadowModel() const | castor3d::shader::LightingModel | inline |
| getSpotLight(sdw::UInt const &index) const | castor3d::shader::LightingModel | |
| LightingModel(sdw::ShaderWriter &writer, Utils &utils, ShadowOptions shadowOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram, std::string prefix) | castor3d::shader::LightingModel | |
| m_getBaseLight | castor3d::shader::LightingModel | protected |
| m_getCascadeFactors | castor3d::shader::LightingModel | protected |
| m_getDirectionalLight | castor3d::shader::LightingModel | protected |
| m_getPointLight | castor3d::shader::LightingModel | protected |
| m_getSpotLight | castor3d::shader::LightingModel | protected |
| m_getTileFactors | castor3d::shader::LightingModel | protected |
| m_isOpaqueProgram | castor3d::shader::LightingModel | protected |
| m_prefix | castor3d::shader::LightingModel | protected |
| m_shadowModel | castor3d::shader::LightingModel | protected |
| m_ssbo | castor3d::shader::LightingModel | protected |
| m_sssTransmittance | castor3d::shader::LightingModel | protected |
| m_tbo | 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 |