MobileRT  1.0
A multi platform C++ CPU progressive Ray Tracer.
Components::DepthMap Member List

This is the complete list of members for Components::DepthMap, including all inherited members.

ACC_BVH enum valueMobileRT::Shader
ACC_NAIVE enum valueMobileRT::Shader
ACC_REGULAR_GRID enum valueMobileRT::Shader
Accelerator enum nameMobileRT::Shader
DepthMap()=deleteComponents::DepthMapexplicit
DepthMap(::MobileRT::Scene scene, const ::glm::vec3 &maxPoint, ::MobileRT::Shader::Accelerator accelerator)Components::DepthMapexplicit
DepthMap(const DepthMap &depthMap)=deleteComponents::DepthMap
DepthMap(DepthMap &&depthMap) noexcept=deleteComponents::DepthMap
getCosineSampleHemisphere(const ::glm::vec3 &normal)MobileRT::Shaderprotectedstatic
getLightIndex()MobileRT::Shaderprotected
getLights() constMobileRT::Shader
getMaterials() constMobileRT::Shader
getPlanes() constMobileRT::Shader
getSpheres() constMobileRT::Shader
getTriangles() constMobileRT::Shader
initializeAccelerators(Scene scene)MobileRT::Shader
lights_MobileRT::Shaderprotected
maxPoint_Components::DepthMapprivate
operator=(const DepthMap &depthMap)=deleteComponents::DepthMap
operator=(DepthMap &&depthMap) noexcept=deleteComponents::DepthMap
MobileRT::Shader::operator=(const Shader &shader)=deleteMobileRT::Shader
MobileRT::Shader::operator=(Shader &&shader) noexcept=deleteMobileRT::Shader
rayTrace(::glm::vec3 *rgb, Ray &&ray)MobileRT::Shader
resetSampling()MobileRT::Shadervirtual
samplesLight_MobileRT::Shaderprotected
shade(::glm::vec3 *rgb, const ::MobileRT::Intersection &intersection) finalComponents::DepthMapprivate
MobileRT::Shader::shade(::glm::vec3 *rgb, const Intersection &intersection)=0MobileRT::Shaderprotectedpure virtual
Shader()=deleteMobileRT::Shaderexplicit
Shader(Scene scene, ::std::int32_t samplesLight, Accelerator accelerator)MobileRT::Shaderexplicit
Shader(const Shader &shader)=deleteMobileRT::Shader
Shader(Shader &&shader) noexcept=defaultMobileRT::Shader
shadowTrace(float distance, Ray &&ray)MobileRT::Shader
~DepthMap() final=defaultComponents::DepthMap
~Shader()=defaultMobileRT::Shadervirtual