Here is a list of all documented class members with links to the class documentation for each member:
- s -
- sample() : DirectionalLight, Light, PointLight, SpotLight
- sampleAndEval() : MaterialGGX
- sampleCosineHemisphere() : Random
- sampleCubemap() : Texture
- sampleDisk() : Random
- sampler : ResourceToDelete
- samplerLibrary : GPUContext
- samples : AtmosphereConfig, GPUShaders::Frag::Ssao, PathTracerConfig
- samplesCount : GPUShaders::Frag::Cubemap_convo, MaterialSky
- sampleSphere() : Random
- save() : GameConfig, Image
- Save : Image
- saveAsHDR() : Image
- saveAsLDR() : Image
- saveAsObj() : Mesh
- saveConfiguration() : Controller
- saveRawDataToExternalFile() : Resources
- saveStringToExternalFile() : Resources
- saveTexture() : GPU
- scale : GPUShaders::Frag::Laplacian, GPUShaders::Frag::Scale_texture, GPUShaders::Vert::Menu_button, GPUShaders::Vert::Menu_image, MenuButton, MenuImage, Terrain::GenerationSettings
- scaleBox : MenuToggle
- scene : PathTracerConfig
- Scene() : Scene
- sceneDepth() : DeferredRenderer, ForwardRenderer
- SceneEditor() : SceneEditor
- sClampLinear : GPUShaders::Common::Samplers
- sClampLinearLinear : GPUShaders::Common::Samplers
- sClampLinearNear : GPUShaders::Common::Samplers
- sClampNear : GPUShaders::Common::Samplers
- sClampNearLinear : GPUShaders::Common::Samplers
- sClampNearNear : GPUShaders::Common::Samplers
- score() : Player
- screenRatio : GPUShaders::Vert::Image_display
- screenResolution : RenderingConfig
- scroll : Input::MouseCursor, Input
- seed : Random::LocalMT19937, Random
- sentinel : GPUState
- set() : Log, Object, Program::BufferDef, Program::ImageDef
- setBlendState() : GPU
- setCastShadow() : Light
- setColorState() : GPU
- setCullState() : GPU
- setDefault() : DebugViewer
- setDefaultFile() : Log
- setDefaultVerbose() : Log
- setDepthState() : GPU
- setFile() : Log
- setFilters() : ConvolutionPyramid
- setIntensity() : Light
- setLayouts : Program::State
- setMaterial() : Object
- setPolygonState() : GPU
- setScene() : BVHRenderer, DebugRenderer, DeferredRenderer, DirectionalLight, EditorRenderer, ForwardRenderer, Light, PBRDemo, PointLight, SceneEditor, SpotLight, StenciledApp, StenciledRenderer
- setStencilState() : GPU
- settings() : PostProcessStack
- setup() : GPU, Swapchain
- setupAsDrawable() : Texture
- setupBuffer() : GPU
- setupImGui() : Window
- setupMesh() : GPU
- setupSampler() : SamplerLibrary
- setupTexture() : GPU
- setupWindow() : GPU
- setVerbose() : Log
- setViewpoint() : Scene
- setViewport() : GPU, Window
- ShaderEditor() : ShaderEditor
- ShaderEditorConfig() : ShaderEditorConfig
- shaderPath : ShaderEditorConfig
- shadow() : GPUShaders::Common::Shadow_maps, GPUShaders::Frag::Shadow_island
- shadowBasic() : GPUShaders::Common::Shadow_maps
- shadowBasicCube() : GPUShaders::Common::Shadow_maps
- shadowBias : GPUShaders::Frag::Directional_light_pbr, GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Spot_light_pbr
- shadowCube() : GPUShaders::Common::Shadow_maps
- shadowLayer : GPUShaders::Frag::Directional_light_pbr, GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Spot_light_pbr
- shadowMap() : Light
- ShadowMap() : ShadowMap
- shadowMap() : Terrain
- shadowMaps() : ForwardLight
- shadowMode : GPUShaders::Common::Common_pbr::Light, GPUShaders::Frag::Directional_light_pbr, GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Spot_light_pbr
- shadowPCF() : GPUShaders::Common::Shadow_maps
- shadowPCFCube() : GPUShaders::Common::Shadow_maps
- shadowVSM() : GPUShaders::Common::Shadow_maps
- shadowVSMCube() : GPUShaders::Common::Shadow_maps
- shape : GPUShaders::Frag::Debug_texture_display
- Shape : PaintingTool
- shape : Program::ImageDef, Program::TextureState, Texture
- shCoeffs() : ForwardProbe, GPUShaders::Frag::Probe_debug, GPUShaders::Frag::Probe_pbr, GPUShaders::Frag::Skybox_shcoeffs, LightProbe
- Sheen : Material
- sheenColor : GPUShaders::Common::Materials::Material
- sheeness : GPUShaders::Common::Materials::Material
- sheenRoughness : GPUShaders::Common::Materials::Material
- shift : GPUShaders::Frag::Bilateral, GPUShaders::Vert::Ground_island, GPUShaders::Vert::Ocean_island
- showBVH() : BVHRenderer
- showHelp() : Config
- showModeOptions() : FilteringApp
- showPicker() : System
- showPlane : GPUShaders::Frag::Shaderbench
- shuffle() : Random
- simpleExposure() : GPUShaders::Frag::Image_display, GPUShaders::Frag::Tonemap
- size : Buffer, GPUShaders::Common::Common_pbr::Probe, Input, LightProbe, MenuButton, MenuImage, PathTracerConfig, Program::BufferDef, Program, Program::Stage, Program::StaticBufferState, Terrain::MeshSettings, UniformBuffer< T >
- sizeAndFade : ForwardProbe::GPUProbe, GPUShaders::Common::Forward_lights::GPUPackedProbe
- sky : MaterialSky
- Sky() : Sky
- skyBottom : GPUShaders::Frag::Shaderbench
- skyLight : GPUShaders::Frag::Shaderbench
- skyTop : GPUShaders::Frag::Shaderbench
- spec : CompositeObj::Material
- specExponent : GPUShaders::Frag::Shaderbench
- specTexturePath : CompositeObj::Material
- speed() : ControllableCamera
- sphere() : Intersection
- sphereColor : GPUShaders::Frag::Shaderbench
- split() : TextUtilities
- splitExtension() : TextUtilities
- splitLines() : TextUtilities
- SpotLight() : SpotLight
- sRepeatLinear : GPUShaders::Common::Samplers
- sRepeatLinearLinear : GPUShaders::Common::Samplers
- sRepeatLinearNear : GPUShaders::Common::Samplers
- sRepeatNear : GPUShaders::Common::Samplers
- sRepeatNearLinear : GPUShaders::Common::Samplers
- sRepeatNearNear : GPUShaders::Common::Samplers
- SSAO() : SSAO
- stage() : Program
- state : DebugViewer::StateInfos, GPUMesh
- State : MenuButton
- state : MenuButton
- Status : Game
- stencilDepthPass : GPUState
- StenciledApp() : StenciledApp
- StenciledRenderer() : StenciledRenderer
- stencilFail : GPUState
- stencilFunc : GPUState
- stencilPass : GPUState
- stencilTest : GPUState
- stencilValue : GPUState
- stencilWriteMask : GPUState
- stepCount : GPUShaders::Frag::Shaderbench, GPUShaders::Frag::Shadow_island
- stepDist : GPUShaders::Frag::Flood_fill
- stepsMax : Terrain::ErosionSettings
- storage : Program::BufferDef, Program::ImageDef, Program::StaticBufferState, Program::TextureState
- submitFrameCommandBuffers() : GPU
- Subsurface : Material
- subsurfaceRoughness : GPUShaders::Common::Materials::Material
- subsurfaceThickness : GPUShaders::Common::Materials::Material
- subsurfaceTint : GPUShaders::Common::Materials::Material
- sunAngularRadius : GPUShaders::Common::Atmosphere::AtmosphereParameters
- sunAngularRadiusCos : GPUShaders::Common::Atmosphere::AtmosphereParameters
- sunColor : GPUShaders::Common::Atmosphere::AtmosphereParameters, Sky::AtmosphereParameters
- sunIntensity : GPUShaders::Common::Atmosphere::AtmosphereParameters, Sky::AtmosphereParameters
- sunRadius : Sky::AtmosphereParameters
- sunRadiusCos : Sky::AtmosphereParameters
- supportedExtensions() : GPU
- surface : GPUContext
- Swapchain : GPU, Swapchain
- swapIndex : GPUContext