c

class Skylight

Include: Clouds/TrueSkyRenderer.h

Functions

bool GetSphericalHarmonics(simul::crossplatform::DeviceContext deviceContext, float targetShValues)
void InvalidateDeviceObjects()
bool Probe(simul::crossplatform::DeviceContext deviceContext, int mip_size, int face_index, uint2 pos, uint2 size, vec4 targetValuesFloat4)
void RecompileShaders()
void Render(simul::crossplatform::DeviceContext parentDeviceContext, simul::clouds::BaseWeatherRenderer baseWeatherRenderer, int cube_id, simul::crossplatform::BaseFramebuffer fb, int faceIndex, mat4 engineToSimulMatrix4x4, float blend, float exposure, float gamma)
void RestoreDeviceObjects(simul::crossplatform::RenderPlatform r)
void ShowDebug(simul::crossplatform::DeviceContext deviceContext, int X, int Y, int w)
void Update(simul::crossplatform::DeviceContext deviceContext, simul::clouds::BaseWeatherRenderer weatherRenderer)

Functions

bool GetSphericalHarmonics(simul::crossplatform::DeviceContext deviceContext, float targetShValues)

void InvalidateDeviceObjects()

Free the GPU objects.

bool Probe(simul::crossplatform::DeviceContext deviceContext, int mip_size, int face_index, uint2 pos, uint2 size, vec4 targetValuesFloat4)

void RecompileShaders()

Recompile the shaders for this class.

void Render(simul::crossplatform::DeviceContext parentDeviceContext, simul::clouds::BaseWeatherRenderer baseWeatherRenderer, int cube_id, simul::crossplatform::BaseFramebuffer fb, int faceIndex, mat4 engineToSimulMatrix4x4, float blend, float exposure, float gamma)

Fill in the texture.

void RestoreDeviceObjects(simul::crossplatform::RenderPlatform r)

Initialize GPU objects.

void ShowDebug(simul::crossplatform::DeviceContext deviceContext, int X, int Y, int w)

Show debug displays onscreen.

void Update(simul::crossplatform::DeviceContext deviceContext, simul::clouds::BaseWeatherRenderer weatherRenderer)

Update the skylight per-frame.