Apply a probe onto the lighting buffer by rendering a box. The probe contribution weight is accumulated in the alpha channel.
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#include <DeferredLight.hpp>
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std::vector< const Texture * > | _textures |
| | G-buffer input textures.
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const Mesh * | _box |
| | Probe supporting geometry.
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Program * | _program |
| | Probe application shader.
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glm::mat4 | _viewProj = glm::mat4(1.0f) |
| | Cached camera view projection matrix.
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glm::mat4 | _invView = glm::mat4(1.0f) |
| | Cached camera inverse view matrix.
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glm::vec4 | _projectionVector = glm::vec4(0.0f) |
| | Cached camera projection parameters.
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Apply a probe onto the lighting buffer by rendering a box. The probe contribution weight is accumulated in the alpha channel.
- See also
- GPUShaders::Frag::Probe_pbr, GPUShaders::Frag::Probe_normalization
◆ DeferredProbe()
Constructor.
- Parameters
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| texAlbedo | the texture containing the albedo |
| texNormals | the texture containing the surface normals |
| texEffects | the texture containing the material properties |
| texDepth | the texture containing the depth
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| texSSAO | the texture containing the SSAO result |
◆ draw()
| void DeferredProbe::draw |
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const LightProbe & |
probe | ) |
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Apply a probe in the current render destination
- Parameters
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| probe | the probe to compute the contribution of |
◆ updateCameraInfos()
| void DeferredProbe::updateCameraInfos |
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const glm::mat4 & |
viewMatrix, |
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const glm::mat4 & |
projMatrix |
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Set the current user view and projection matrices.
- Parameters
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| viewMatrix | the camera view matrix |
| projMatrix | the camera projection matrix |
The documentation for this class was generated from the following files: