Public Member Functions | |
void | SetDefaultValues () |
void | Clear () |
ShadingOut () | |
boolean | CheckDefaultValues () |
ShadingOut & | operator+= (ShadingOut &) |
ShadingOut & | operator-= (ShadingOut &) |
ShadingOut & | operator*= (real) |
Public Attributes | |
TMCColorRGBA | fColor |
Diffuse Color (Kd). | |
TMCColorRGB | fSpecularColor |
Specular Color (Ks). | |
real | fSpecularSize |
Specular highlight size (Ns). | |
real | fAmbient |
Ambient factor (Fa). | |
real | fLambert |
Diffuse factor (Fd). | |
real | fRefractiveIndex |
Refraction index (Nr). | |
TMCColorRGB | fGlow |
Glow color. | |
TVector3 | fChangedNormal |
Changed Normal in Global Coordinates (not evaluated by the shader!). | |
real | fLayerMask |
Used in Layer List only ! | |
TTransparencyParameters | fTransparency |
Transparency (Tx). | |
TReflectionParameters | fReflection |
Reflection. | |
TSubsurfaceParameters | fSubsurfaceScattering |
Subsurface scattering. | |
TMCColorRGB | fTranslucency |
boolean | fFullAreaDone |
true if the shader was evaluated on the area | |
TVector3 | fChangedNormalLoc |
Changed Normal in Local Coordinates (calculated by the shader). |
Specifies the shading of a given point
Here is how the specular color is computed from the light and shading:
real Ns=(0.001f+fSpecularSize*fSpecularSize)*kSpecularPowerCoef; specColorCoef= 2*RealPow(reflectDir*lightDirection, Ns); specColor+= fSpecularColor * lightColor * specColorCoef;
ShadingOut::ShadingOut | ( | ) | [inline] |
boolean ShadingOut::CheckDefaultValues | ( | ) | [inline] |
void ShadingOut::Clear | ( | ) | [inline] |
ShadingOut & ShadingOut::operator*= | ( | real | t | ) | [inline] |
ShadingOut & ShadingOut::operator+= | ( | ShadingOut & | s | ) | [inline] |
ShadingOut & ShadingOut::operator-= | ( | ShadingOut & | s | ) | [inline] |
void ShadingOut::SetDefaultValues | ( | ) | [inline] |
Ambient factor (Fa).
Changed Normal in Global Coordinates (not evaluated by the shader!).
Changed Normal in Local Coordinates (calculated by the shader).
Diffuse Color (Kd).
true if the shader was evaluated on the area
Glow color.
Diffuse factor (Fd).
Used in Layer List only !
Reflection.
Refraction index (Nr).
Specular Color (Ks).
Specular highlight size (Ns).
Subsurface scattering.
Transparency (Tx).