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 value
MobileRT::Shader
ACC_NAIVE
enum value
MobileRT::Shader
ACC_REGULAR_GRID
enum value
MobileRT::Shader
Accelerator
enum name
MobileRT::Shader
DepthMap
()=delete
Components::DepthMap
explicit
DepthMap
(::MobileRT::Scene scene, const ::glm::vec3 &maxPoint, ::MobileRT::Shader::Accelerator accelerator)
Components::DepthMap
explicit
DepthMap
(const DepthMap &depthMap)=delete
Components::DepthMap
DepthMap
(DepthMap &&depthMap) noexcept=delete
Components::DepthMap
getCosineSampleHemisphere
(const ::glm::vec3 &normal)
MobileRT::Shader
protected
static
getLightIndex
()
MobileRT::Shader
protected
getLights
() const
MobileRT::Shader
getMaterials
() const
MobileRT::Shader
getPlanes
() const
MobileRT::Shader
getSpheres
() const
MobileRT::Shader
getTriangles
() const
MobileRT::Shader
initializeAccelerators
(Scene scene)
MobileRT::Shader
lights_
MobileRT::Shader
protected
maxPoint_
Components::DepthMap
private
operator=
(const DepthMap &depthMap)=delete
Components::DepthMap
operator=
(DepthMap &&depthMap) noexcept=delete
Components::DepthMap
MobileRT::Shader::operator=
(const Shader &shader)=delete
MobileRT::Shader
MobileRT::Shader::operator=
(Shader &&shader) noexcept=delete
MobileRT::Shader
rayTrace
(::glm::vec3 *rgb, Ray &&ray)
MobileRT::Shader
resetSampling
()
MobileRT::Shader
virtual
samplesLight_
MobileRT::Shader
protected
shade
(::glm::vec3 *rgb, const ::MobileRT::Intersection &intersection) final
Components::DepthMap
private
MobileRT::Shader::shade
(::glm::vec3 *rgb, const Intersection &intersection)=0
MobileRT::Shader
protected
pure virtual
Shader
()=delete
MobileRT::Shader
explicit
Shader
(Scene scene, ::std::int32_t samplesLight, Accelerator accelerator)
MobileRT::Shader
explicit
Shader
(const Shader &shader)=delete
MobileRT::Shader
Shader
(Shader &&shader) noexcept=default
MobileRT::Shader
shadowTrace
(float distance, Ray &&ray)
MobileRT::Shader
~DepthMap
() final=default
Components::DepthMap
~Shader
()=default
MobileRT::Shader
virtual
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