C# Class LuxCubeProcessor, Hellbound

Afficher le fichier Open project: Backman/Hellbound

Méthodes publiques

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

Méthodes publiques

Méthode 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

Méthode 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 méthode

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

BuildNormalizerSolidAngleCubemap() public méthode

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

ConvolveIrradianceEnvironmentMap() public méthode

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

ConvolveRadianceEnvironmentMap() public méthode

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

EvalSHBasis() public méthode

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

FakeHDR() public méthode

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

FilterCubefaces() public méthode

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
Résultat void

FilterCubefacesBF() public méthode

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

FixupCubeEdges() public méthode

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

ProcessCubemap() public méthode

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

Property Details

ConvolutionMode public_oe property

public ConvoModes ConvolutionMode
Résultat ConvoModes

HighestMipIsReflection public_oe property

public bool HighestMipIsReflection
Résultat bool

PullHDR public_oe property

public bool PullHDR
Résultat bool

SpecularPower public_oe property

public float SpecularPower
Résultat float

TakeNewProbe public_oe property

public bool TakeNewProbe
Résultat bool

cubeMap public_oe property

public Cubemap,UnityEngine cubeMap
Résultat UnityEngine.Cubemap

probe public_oe property

public GameObject probe
Résultat GameObject