Support Forum       G3D Web Page     
Classes | Public Member Functions | List of all members
glsl::UniversalMaterial_sample_glsl Class Reference

Shader program. More...

Classes

struct  UniversalMaterialSample
 
Stores interpolated samples of the UniversalMaterial parameters in the particular encoding format used for that class and struct (including vertex properties). More...
 

Public Member Functions

UniversalMaterialSample sampleUniversalMaterial() dim (UniversalMaterial$(dim) material, Point3 position, Point$(n) texCoord, Point$(n) lightmapCoord, Vector3 tan_X, Vector3 tan_Y, Vector3 tan_Z, Vector3 tsEye, float backside, const bool discardIfZeroCoverage, const bool discardIfFullCoverage, Color4 vertexColor, const AlphaFilter alphaFilter, const int parallaxSteps, const bool hasNormalBumpMap, const bool hasVertexColor, const bool hasMaterialAlpha, const bool hasTransmissive, const bool hasEmissive, const int numLightMapDirections, const bool reprojectInfoOnly)
 
UniversalMaterialSample sampleUniversalMaterial() dim (UniversalMaterial$(dim) material, Point3 position, Point$(n) texCoord, Point$(n) lightmapCoord, Vector3 tan_X, Vector3 tan_Y, Vector3 tan_Z, Vector3 tsEye, float backside, const bool discardIfZeroCoverage, const bool discardIfFullCoverage, Color4 vertexColor, const AlphaFilter alphaFilter, const int parallaxSteps, const bool hasNormalBumpMap, const bool hasVertexColor, const bool hasMaterialAlpha, const bool hasTransmissive, const bool hasEmissive, const int numLightMapDirections)
 
Color3 evaluateUniversalMaterialBSDF (UniversalMaterialSample surfel, Vector3 w_i, Vector3 w_o)
 

Detailed Description

Shader program.

Member Function Documentation

◆ dim() [1/2]

UniversalMaterialSample sampleUniversalMaterial() glsl::UniversalMaterial_sample_glsl::dim ( UniversalMaterial$(dim)  material,
Point3  position,
Point$(n)  texCoord,
Point$(n)  lightmapCoord,
Vector3  tan_X,
Vector3  tan_Y,
Vector3  tan_Z,
Vector3  tsEye,
float  backside,
const bool  discardIfZeroCoverage,
const bool  discardIfFullCoverage,
Color4  vertexColor,
const AlphaFilter  alphaFilter,
const int  parallaxSteps,
const bool  hasNormalBumpMap,
const bool  hasVertexColor,
const bool  hasMaterialAlpha,
const bool  hasTransmissive,
const bool  hasEmissive,
const int  numLightMapDirections,
const bool  reprojectInfoOnly 
)
inline
Parameters
tsEyeTangent space unit outgoing vector, w_o, used for parallax mapping
wsEWorld space unit outgoing vector, w_o

All of the 'const bool' arguments must be const so that the branches can be evaluated at compile time.

◆ dim() [2/2]

UniversalMaterialSample sampleUniversalMaterial() glsl::UniversalMaterial_sample_glsl::dim ( UniversalMaterial$(dim)  material,
Point3  position,
Point$(n)  texCoord,
Point$(n)  lightmapCoord,
Vector3  tan_X,
Vector3  tan_Y,
Vector3  tan_Z,
Vector3  tsEye,
float  backside,
const bool  discardIfZeroCoverage,
const bool  discardIfFullCoverage,
Color4  vertexColor,
const AlphaFilter  alphaFilter,
const int  parallaxSteps,
const bool  hasNormalBumpMap,
const bool  hasVertexColor,
const bool  hasMaterialAlpha,
const bool  hasTransmissive,
const bool  hasEmissive,
const int  numLightMapDirections 
)
inline

◆ evaluateUniversalMaterialBSDF()

Color3 glsl::UniversalMaterial_sample_glsl::evaluateUniversalMaterialBSDF ( UniversalMaterialSample  surfel,
Vector3  w_i,
Vector3  w_o 
)
inline

documentation generated on Wed Nov 24 2021 08:02:04 using doxygen 1.8.15