C# 클래스 LuxCubeProcessor, Hellbound

파일 보기 프로젝트 열기: Backman/Hellbound

공개 프로퍼티들

프로퍼티 타입 설명
ConvolutionMode ConvoModes
HighestMipIsReflection bool
PullHDR bool
SpecularPower float
TakeNewProbe bool
cubeMap UnityEngine.Cubemap
probe GameObject

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

BuildNormalizerSolidAngleArray() 공개 메소드

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

BuildNormalizerSolidAngleCubemap() 공개 메소드

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

ConvolveIrradianceEnvironmentMap() 공개 메소드

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

ConvolveRadianceEnvironmentMap() 공개 메소드

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

EvalSHBasis() 공개 메소드

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

FakeHDR() 공개 메소드

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

FilterCubefaces() 공개 메소드

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
리턴 void

FilterCubefacesBF() 공개 메소드

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

FixupCubeEdges() 공개 메소드

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

ProcessCubemap() 공개 메소드

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

프로퍼티 상세

ConvolutionMode 공개적으로 프로퍼티

public ConvoModes ConvolutionMode
리턴 ConvoModes

HighestMipIsReflection 공개적으로 프로퍼티

public bool HighestMipIsReflection
리턴 bool

PullHDR 공개적으로 프로퍼티

public bool PullHDR
리턴 bool

SpecularPower 공개적으로 프로퍼티

public float SpecularPower
리턴 float

TakeNewProbe 공개적으로 프로퍼티

public bool TakeNewProbe
리턴 bool

cubeMap 공개적으로 프로퍼티

public Cubemap,UnityEngine cubeMap
리턴 UnityEngine.Cubemap

probe 공개적으로 프로퍼티

public GameObject probe
리턴 GameObject