C# Class LuxCubeProcessor, Hellbound

Show file Open project: Backman/Hellbound

Public Properties

Property Type Description
ConvolutionMode ConvoModes
HighestMipIsReflection bool
PullHDR bool
SpecularPower float
TakeNewProbe bool
cubeMap UnityEngine.Cubemap
probe GameObject

Public Methods

Method Description
BuildNormalizerSolidAngleArray ( int a_Size, Vector4 &normSolid ) : void
BuildNormalizerSolidAngleCubemap ( int a_Size, Cubemap a_Surface ) : void
ConvolveIrradianceEnvironmentMap ( Cubemap irrCubeMap ) : void
ConvolveRadianceEnvironmentMap ( Cubemap RadianceCube ) : void
EvalSHBasis ( Vector3 dir, double &res ) : void
FakeHDR ( Cubemap CubeMap, bool hasmipLevels ) : void
FilterCubefaces ( Cubemap RadianceCubeMap, Vector4 m_NormCubeMapArray, int mipLevel, float a_FilterConeAngle, float a_SpecularPower ) : void
FilterCubefacesBF ( Cubemap RadianceCubeMap, int mipLevel, float a_FilterConeAngle, float a_SpecularPower ) : void
FixupCubeEdges ( Cubemap CubeMap ) : void
ProcessCubemap ( Cubemap cube, bool diff, bool hdr ) : void

Private Methods

Method Description
AreaElement ( float x, float y ) : float
AverageCorner ( int a_Size, Color face_A, Color face_B, Color face_C, int x_A, int y_A, int x_B, int y_B, int x_C, int y_C ) : void
AverageEdge ( int a_Size, Color face_A, Color face_B, int x_A, int y_A, int x_B, int y_B, int fixupDist, Vector4 dir ) : void
GetBaseFilterAngle ( float cosinePower ) : float
TexelCoordSolidAngle ( int a_FaceIdx, float a_U, float a_V, int faceSize ) : float
TexelToVect ( int a_FaceIdx, float a_U, float a_V, int a_Size ) : Vector3
VectToTexelCoord ( Vector3 a_XYZ, int a_Size ) : Vector3

Method Details

BuildNormalizerSolidAngleArray() public method

public BuildNormalizerSolidAngleArray ( int a_Size, Vector4 &normSolid ) : void
a_Size int
normSolid Vector4
return void

BuildNormalizerSolidAngleCubemap() public method

public BuildNormalizerSolidAngleCubemap ( int a_Size, Cubemap a_Surface ) : void
a_Size int
a_Surface UnityEngine.Cubemap
return void

ConvolveIrradianceEnvironmentMap() public method

public ConvolveIrradianceEnvironmentMap ( Cubemap irrCubeMap ) : void
irrCubeMap UnityEngine.Cubemap
return void

ConvolveRadianceEnvironmentMap() public method

public ConvolveRadianceEnvironmentMap ( Cubemap RadianceCube ) : void
RadianceCube UnityEngine.Cubemap
return void

EvalSHBasis() public method

public EvalSHBasis ( Vector3 dir, double &res ) : void
dir Vector3
res double
return void

FakeHDR() public method

public FakeHDR ( Cubemap CubeMap, bool hasmipLevels ) : void
CubeMap UnityEngine.Cubemap
hasmipLevels bool
return void

FilterCubefaces() public method

public FilterCubefaces ( Cubemap RadianceCubeMap, Vector4 m_NormCubeMapArray, int mipLevel, float a_FilterConeAngle, float a_SpecularPower ) : void
RadianceCubeMap UnityEngine.Cubemap
m_NormCubeMapArray Vector4
mipLevel int
a_FilterConeAngle float
a_SpecularPower float
return void

FilterCubefacesBF() public method

public FilterCubefacesBF ( Cubemap RadianceCubeMap, int mipLevel, float a_FilterConeAngle, float a_SpecularPower ) : void
RadianceCubeMap UnityEngine.Cubemap
mipLevel int
a_FilterConeAngle float
a_SpecularPower float
return void

FixupCubeEdges() public method

public FixupCubeEdges ( Cubemap CubeMap ) : void
CubeMap UnityEngine.Cubemap
return void

ProcessCubemap() public method

public ProcessCubemap ( Cubemap cube, bool diff, bool hdr ) : void
cube UnityEngine.Cubemap
diff bool
hdr bool
return void

Property Details

ConvolutionMode public property

public ConvoModes ConvolutionMode
return ConvoModes

HighestMipIsReflection public property

public bool HighestMipIsReflection
return bool

PullHDR public property

public bool PullHDR
return bool

SpecularPower public property

public float SpecularPower
return float

TakeNewProbe public property

public bool TakeNewProbe
return bool

cubeMap public property

public Cubemap,UnityEngine cubeMap
return UnityEngine.Cubemap

probe public property

public GameObject probe
return GameObject