Here is a list of all documented class members with links to the class documentation for each member:
- r -
- r() : Image
- radiance() : GPUShaders::Common::Common_pbr
- radius : BoundingSphere, GPUShaders::Common::Common_pbr::Light, GPUShaders::Frag::Bilateral, GPUShaders::Frag::Shaderbench, GPUShaders::Frag::Ssao, GPUShaders::Vert::Brush_color, PointLight, SpotLight, SSAO
- radiusPx : GPUShaders::Frag::Brush_color
- range() : BVHRenderer, DebugViewer::TextureInfos, GPUShaders::Frag::Debug_texture_display
- rate : RenderingConfig
- ratio() : Camera, GPUShaders::Vert::Font_sdf
- Ray() : Ray
- raycaster() : PathTracer
- Raycaster() : Raycaster
- RaycasterVisualisation : Raycaster::Hit, Raycaster, RaycasterVisualisation
- rayleighPhase() : GPUShaders::Common::Atmosphere, MaterialSky
- raymarch() : GPUShaders::Frag::Shaderbench
- record : DebugViewer::MarkerCategoryInfos
- reflect() : Program, ShaderCompiler
- reflectance : GPUShaders::Common::Materials::Material
- registerArgument() : Config
- registerEnvironment() : LightProbe
- registerSection() : Config
- registerShadowMap() : Light
- registerTexture() : DebugViewer
- Regular : Material
- reinhard() : GPUShaders::Frag::Tonemap
- released() : Input
- reload() : Program, Resources, ShaderEditor
- reloaded() : Program
- render() : PathTracer
- renderBackground() : DeferredRenderer, EditorRenderer, ForwardRenderer
- renderCommandBuffers : GPUContext
- renderDepth() : ForwardRenderer
- Renderer() : Renderer
- RendererMode : PBRDemo
- RenderingConfig() : RenderingConfig
- renderingResolution() : RenderingConfig
- renderOpaque() : DeferredRenderer, ForwardRenderer
- RenderPass() : GPUState::RenderPass
- renderPasses : GPU::Metrics
- renderTransparent() : DeferredRenderer, ForwardRenderer
- replace() : TextUtilities
- rescale : Terrain::GenerationSettings
- reseed() : PerlinNoise
- reset() : Animated< T >, ControllableCamera, Controller, Program::Stage
- resetPerFrameMetrics() : GPU::Metrics
- resetWritePool() : QueryAllocator
- resize() : Application, AtmosphereApp, BilateralBlur, BoxBlur, ConvolutionPyramid, DeferredRenderer, FilteringApp, FloodFiller, ForwardRenderer, Game, GameRenderer, GaussianBlur, IslandApp, LaplacianIntegrator, PaintingTool, PathTracerApp, PBRDemo, PoissonFiller, PostProcessStack, Renderer, SceneEditor, ShaderEditor, SSAO, StenciledApp, StenciledRenderer, Swapchain, Texture
- resized() : Input
- resizeEvent() : Input
- resolution : AtmosphereConfig
- Resources() : Resources
- resourcesPath : RenderingConfig
- resourcesToDelete : GPUContext
- restoreUniforms() : ShaderEditor
- retrieveUniform() : Program
- retrieveUniformNonConst() : Program
- rgb() : Image
- rgb2luma() : GPUShaders::Common::Colors
- rgba() : Image
- rgbal() : Image
- rgbl() : Image
- rgbn() : Image
- rgbToHsv() : GPUShaders::Common::Colors
- right : GPUShaders::Frag::Box_blur_cube, GPUShaders::Frag::Box_blur_cube_approx, GPUShaders::Frag::Box_blur_cube_array, GPUShaders::Frag::Box_blur_cube_array_approx, GPUShaders::Vert::Box_blur_cube, Raycaster::Node
- rotateY() : GPUShaders::Common::Geometry
- rotation() : LightProbe
- Rotation() : Rotation
- rotationCosSin() : LightProbe
- rough : CompositeObj::Material
- roughMetAoName : SceneExport::Material
- roughness : GPUShaders::Common::Materials::Material
- roughTexturePath : CompositeObj::Material