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

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

ACC_BVH enum valueMobileRT::Shader
ACC_NAIVE enum valueMobileRT::Shader
ACC_REGULAR_GRID enum valueMobileRT::Shader
Accelerator enum nameMobileRT::Shader
DiffuseMaterial()=deleteComponents::DiffuseMaterialexplicit
DiffuseMaterial(::MobileRT::Scene scene, ::MobileRT::Shader::Accelerator accelerator)Components::DiffuseMaterialexplicit
DiffuseMaterial(const DiffuseMaterial &diffuseMaterial)=deleteComponents::DiffuseMaterial
DiffuseMaterial(DiffuseMaterial &&diffuseMaterial) noexcept=deleteComponents::DiffuseMaterial
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
operator=(const DiffuseMaterial &diffuseMaterial)=deleteComponents::DiffuseMaterial
operator=(DiffuseMaterial &&diffuseMaterial) noexcept=deleteComponents::DiffuseMaterial
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::DiffuseMaterialprivate
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
~DiffuseMaterial() final=defaultComponents::DiffuseMaterial
~Shader()=defaultMobileRT::Shadervirtual