class
#include <esp/gfx/PbrPrecomputedMapShader.h>
PbrPrecomputedMapShader A shader to output the irradiance map, applied in the IBL diffuse part, or the prefiltered environment map, applied in the IBL specular part, based on the user setting.
Public types
-
enum (anonymous): Magnum::
UnsignedInt { ColorOutput = Magnum::Shaders::GenericGL3D::ColorOutput } -
enum class Flag: Magnum::
UnsignedShort { IrradianceMap = 1 << 0, PrefilteredMap = 1 << 1 } - Flag.
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using Position = Magnum::
Shaders:: GenericGL3D:: Position - vertex positions
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using Flags = Corrade::
Containers:: EnumSet<Flag> - Flags.
Constructors, destructors, conversion operators
- PbrPrecomputedMapShader(Flags flags) explicit
- Constructor.
- PbrPrecomputedMapShader(const PbrPrecomputedMapShader&) deleted
- Copying is not allowed.
- PbrPrecomputedMapShader(PbrPrecomputedMapShader&&) defaulted noexcept
- Move constructor.
Public functions
- auto operator=(const PbrPrecomputedMapShader&) -> PbrPrecomputedMapShader& deleted
- Copying is not allowed.
- auto operator=(PbrPrecomputedMapShader&&) -> PbrPrecomputedMapShader& defaulted noexcept
- Move assignment.
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auto setProjectionMatrix(const Magnum::
Matrix4& matrix) -> PbrPrecomputedMapShader& - Set "projection" matrix to the uniform on GPU.
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auto setTransformationMatrix(const Magnum::
Matrix4& matrix) -> PbrPrecomputedMapShader& - Set modelview matrix to the uniform on GPU modelview = view * model.
- auto setRoughness(float roughness) -> PbrPrecomputedMapShader&
-
auto bindEnvironmentMap(Magnum::
GL:: CubeMapTexture& texture) -> PbrPrecomputedMapShader& - Bind the environment map cubemap texture.
Protected variables
Enum documentation
enum esp:: gfx:: PbrPrecomputedMapShader:: (anonymous): Magnum:: UnsignedInt
Enumerators | |
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ColorOutput |
Color shader output. Generic output, present always. Expects three- or four-component floating-point or normalized buffer attachment. |
enum class esp:: gfx:: PbrPrecomputedMapShader:: Flag: Magnum:: UnsignedShort
Flag.
Enumerators | |
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IrradianceMap |
This shader is set to compute the irradiance map |
PrefilteredMap |
This shader is set to compute the prefiltered environment map |
Function documentation
PbrPrecomputedMapShader& esp:: gfx:: PbrPrecomputedMapShader:: setProjectionMatrix(const Magnum:: Matrix4& matrix)
Set "projection" matrix to the uniform on GPU.
Returns | Reference to self (for method chaining) |
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PbrPrecomputedMapShader& esp:: gfx:: PbrPrecomputedMapShader:: setTransformationMatrix(const Magnum:: Matrix4& matrix)
Set modelview matrix to the uniform on GPU modelview = view * model.
Returns | Reference to self (for method chaining) |
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PbrPrecomputedMapShader& esp:: gfx:: PbrPrecomputedMapShader:: setRoughness(float roughness)
Returns | Reference to self (for method chaining) |
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@breif Set roughness to the uniform on GPU NOTE: Flag::PrefilteredMap MUST be enabled
PbrPrecomputedMapShader& esp:: gfx:: PbrPrecomputedMapShader:: bindEnvironmentMap(Magnum:: GL:: CubeMapTexture& texture)
Bind the environment map cubemap texture.
Returns | Reference to self (for method chaining) |
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