| applyFromDepth(Graphics *gfx, Texture *packedAlbedo) | eve::graphics::GlobalIllumination | |
| applyFromDepthTo(Graphics *gfx, Texture *packedAlbedo, Canvas *dest) | eve::graphics::GlobalIllumination | |
| applyFromScene(Graphics *gfx, Texture *color, Texture *hwDepth) | eve::graphics::GlobalIllumination | |
| getFloat(const std::string &name) const | eve::graphics::GlobalIllumination | |
| getIntensity() const | eve::graphics::GlobalIllumination | inline |
| getQuality() const | eve::graphics::GlobalIllumination | inline |
| getRadius() const | eve::graphics::GlobalIllumination | inline |
| getSampleCount() const | eve::graphics::GlobalIllumination | |
| getShader() const | eve::graphics::GlobalIllumination | inline |
| GlobalIllumination(Graphics *gfx) | eve::graphics::GlobalIllumination | explicit |
| GlobalIllumination(const GlobalIllumination &)=delete | eve::graphics::GlobalIllumination | |
| hasParam(const std::string &name) const | eve::graphics::GlobalIllumination | |
| operator=(const GlobalIllumination &)=delete | eve::graphics::GlobalIllumination | |
| setCamera(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ, float fovYDeg, float aspect, float nearZ, float farZ) | eve::graphics::GlobalIllumination | |
| setFloat(const std::string &name, float value) | eve::graphics::GlobalIllumination | |
| setIntensity(float intensity) | eve::graphics::GlobalIllumination | |
| setInvViewProj(const glm::mat4 &invViewProj) | eve::graphics::GlobalIllumination | |
| setLightColor(float r, float g, float b) | eve::graphics::GlobalIllumination | |
| setLightDirection(float dx, float dy, float dz) | eve::graphics::GlobalIllumination | |
| setQuality(const std::string &quality) | eve::graphics::GlobalIllumination | |
| setRadius(float radius) | eve::graphics::GlobalIllumination | |
| ~GlobalIllumination() | eve::graphics::GlobalIllumination | |