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eve::graphics::Volumetric 成员列表

成员的完整列表,这些成员属于 eve::graphics::Volumetric,包括所有继承而来的类成员

applyFog(Graphics *gfx, Texture *linearDepth)eve::graphics::Volumetric
applyFogTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)eve::graphics::Volumetric
applyFromScene(Graphics *gfx, Texture *scene)eve::graphics::Volumetric
applyFromSceneTo(Graphics *gfx, Texture *scene, Canvas *dest)eve::graphics::Volumetric
applyFroxel(Graphics *gfx, Texture *linearDepth)eve::graphics::Volumetric
applyFroxelTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)eve::graphics::Volumetric
beginOcclusionMap(Graphics *gfx, float lightPixelX, float lightPixelY, float lightRadiusPixels=24.f)eve::graphics::Volumetric
beginOcclusionMapFromSceneLights2D(Graphics *gfx, Canvas *canvasFilter=nullptr, float defaultRadiusPixels=24.f)eve::graphics::Volumetric
clearFroxelGrid()eve::graphics::Volumetric
collectSceneLights3D(std::vector< VolumetricLight > &out, int maxCount=32)eve::graphics::Volumetric
configureFroxelGrid(int width, int height, int depth, float nearDistance, float farDistance)eve::graphics::Volumetric
drawOccluder(Graphics *gfx, Drawable *drawable, const glm::mat4 &matrix)eve::graphics::Volumetric
drawOccluders2D(Graphics *gfx)eve::graphics::Volumetric
drawOccluderSolid(Graphics *gfx, float x, float y, float w, float h)eve::graphics::Volumetric
drawOccluderTexture(Graphics *gfx, Texture *texture, float x, float y, float w, float h)eve::graphics::Volumetric
driveFromLight3D(Light3D *light, float viewportW, float viewportH)eve::graphics::Volumetric
driveFromPrimarySceneLight3D(float viewportW, float viewportH)eve::graphics::Volumetric
getAnisotropy() consteve::graphics::Volumetric
getAtmosphereVolume() consteve::graphics::Volumetricinline
getCloudShader() consteve::graphics::Volumetricinline
getDownscale() consteve::graphics::Volumetricinline
getFloat(const std::string &name) consteve::graphics::Volumetric
getFogShader() consteve::graphics::Volumetricinline
getFroxelAtlas() consteve::graphics::Volumetricinline
getFroxelShader() consteve::graphics::Volumetricinline
getInvViewProj() consteve::graphics::Volumetricinline
getLightScreenU() consteve::graphics::Volumetric
getLightScreenV() consteve::graphics::Volumetric
getMode() consteve::graphics::Volumetricinline
getQuality() consteve::graphics::Volumetricinline
getRayMarchShader() consteve::graphics::Volumetricinline
getSampleCount() consteve::graphics::Volumetric
getShader() consteve::graphics::Volumetricinline
hasParam(const std::string &name) consteve::graphics::Volumetric
injectEmissiveLightProxy(float x, float y, float z, float r, float g, float b, float radius, float intensity)eve::graphics::Volumetric
injectFroxelHeightFog(float extinction, float albedoR, float albedoG, float albedoB, float baseHeight, float heightFalloff, float minWorldY, float maxWorldY)eve::graphics::Volumetric
injectFroxelLocalVolume(FogVolume *volume)eve::graphics::Volumetric
integrateFroxel(float lightR, float lightG, float lightB, float phaseScale=1.f)eve::graphics::Volumetric
integrateFroxelFromSceneLights(float ambientR, float ambientG, float ambientB, const glm::vec3 &worldMin, const glm::vec3 &worldMax, int maxLights=16)eve::graphics::Volumetric
newLinearDepthTexture(Graphics *gfx, int width, int height, float(*depth01)(int x, int y, void *userdata), void *userdata)eve::graphics::Volumetric
operator=(const Volumetric &)=deleteeve::graphics::Volumetric
projectDirectionalCookie(Graphics *gfx, Texture *depth, Texture *cookie, float worldSize, float intensity=1.f)eve::graphics::Volumetric
rayMarch(Graphics *gfx, Texture *linearDepth)eve::graphics::Volumetric
rayMarchTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)eve::graphics::Volumetric
renderClouds(Graphics *gfx, Texture *linearDepth)eve::graphics::Volumetric
renderCloudsTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)eve::graphics::Volumetric
resolutionFor(int fullSize) consteve::graphics::Volumetric
scatter(Graphics *gfx, Texture *occlusion)eve::graphics::Volumetric
scatterFromSceneLights2D(Graphics *gfx, Texture *occlusion, Canvas *canvasFilter=nullptr)eve::graphics::Volumetric
scatterTo(Graphics *gfx, Texture *occlusion, Canvas *dest)eve::graphics::Volumetric
setAnisotropy(float g)eve::graphics::Volumetric
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::Volumetric
setCloudCoverage(float coverage)eve::graphics::Volumetric
setCloudDensity(float density)eve::graphics::Volumetric
setCloudLayer(float bottom, float top)eve::graphics::Volumetric
setCloudLightColor(float r, float g, float b)eve::graphics::Volumetric
setCloudScale(float worldScale)eve::graphics::Volumetric
setCloudWind(float x, float z)eve::graphics::Volumetric
setDensity(float density)eve::graphics::Volumetric
setFloat(const std::string &name, float value)eve::graphics::Volumetric
setFogColor(float r, float g, float b)eve::graphics::Volumetric
setFogEnd(float endDistance)eve::graphics::Volumetric
setFogHeight(float worldY)eve::graphics::Volumetric
setFogHeightFalloff(float falloff)eve::graphics::Volumetric
setFogNoise(float amount)eve::graphics::Volumetric
setFogStart(float startDistance)eve::graphics::Volumetric
setIntensity(float intensity)eve::graphics::Volumetric
setInvViewProj(const glm::mat4 &invViewProj)eve::graphics::Volumetric
setLightDirection(float dx, float dy, float dz)eve::graphics::Volumetric
setLightScreenPos(float x, float y, float width, float height)eve::graphics::Volumetric
setLightScreenUV(float u, float v)eve::graphics::Volumetric
setMode(const std::string &mode)eve::graphics::Volumetric
setQuality(const std::string &quality)eve::graphics::Volumetric
setShaftColor(float r, float g, float b)eve::graphics::Volumetric
setTime(float seconds)eve::graphics::Volumetric
uploadFroxel(Graphics *gfx)eve::graphics::Volumetric
Volumetric(Graphics *gfx)eve::graphics::Volumetricexplicit
Volumetric(const Volumetric &)=deleteeve::graphics::Volumetric
~Volumetric()eve::graphics::Volumetric