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std::shared_ptr< Graphics::Camera > | SurgSim::Blocks::createBlurPass (std::shared_ptr< Graphics::RenderPass > depthPass, int textureWidth, int textureHeight, double blurRadius, std::vector< std::shared_ptr< Framework::SceneElement >> *elements, bool debug) |
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std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createDepthPass (float sphereRadius, float sphereScale, int textureWidth, int textureHeight, bool debug) |
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std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createNormalPass (std::shared_ptr< Graphics::Camera > camera, std::shared_ptr< Graphics::Texture > depthMap, int textureWidth, int textureHeight, bool debug) |
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std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createShadingPass (std::shared_ptr< Graphics::View > view, std::shared_ptr< Graphics::Camera > camera, std::shared_ptr< Graphics::Light > light, std::shared_ptr< Graphics::RenderPass > lightMapPass, std::shared_ptr< Graphics::Texture > depthMap, std::shared_ptr< Graphics::Texture > normalMap, const Math::Vector4f &diffuseColor, const Math::Vector4f &specularColor, const std::string diffuseEnvMap, float diffusePct, const std::string specularEnvMap, float specularPct, float shininess, float shadowBias, float shadowIntensity) |
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std::vector< std::shared_ptr< Framework::SceneElement > > | SurgSim::Blocks::createImplicitSurfaceEffect (std::shared_ptr< Framework::Component > view, std::shared_ptr< Framework::Component > light, std::shared_ptr< Framework::SceneElement > lightMapPass, float sphereRadius, float sphereScale, float blurRadius, const Math::Vector4f &diffuseColor, const Math::Vector4f &specularColor, const std::string diffuseEnvMap, float diffusePct, const std::string specularEnvMap, float specularPct, float shininess, float shadowBias, float shadowIntensity, bool showDebug) |
| Builds a series of SceneElements enabling the rendering of a screen-space surface, all graphics objects that should be rendered as a surface need to be in the render group GROUP_IMPLICIT_SURFACE. More...
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