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PhysicallyBased Module

Physically-based rendering operations.

Functions and values

Function or value Description

PhysicallyBased.AnimatedBoneIdsOffset

Full Usage: PhysicallyBased.AnimatedBoneIdsOffset

Returns: int
Returns: int

PhysicallyBased.AnimatedNormalOffset

Full Usage: PhysicallyBased.AnimatedNormalOffset

Returns: int
Returns: int

PhysicallyBased.AnimatedTexCoordsOffset

Full Usage: PhysicallyBased.AnimatedTexCoordsOffset

Returns: int
Returns: int

PhysicallyBased.AnimatedVertexSize

Full Usage: PhysicallyBased.AnimatedVertexSize

Returns: int
Returns: int

PhysicallyBased.AnimatedVertices

Full Usage: PhysicallyBased.AnimatedVertices

Returns: VertexBinding[]
Returns: VertexBinding[]

PhysicallyBased.AnimatedWeightsOffset

Full Usage: PhysicallyBased.AnimatedWeightsOffset

Returns: int
Returns: int

PhysicallyBased.StaticNormalOffset

Full Usage: PhysicallyBased.StaticNormalOffset

Returns: int
Returns: int

PhysicallyBased.StaticTexCoordsOffset

Full Usage: PhysicallyBased.StaticTexCoordsOffset

Returns: int
Returns: int

PhysicallyBased.StaticVertexSize

Full Usage: PhysicallyBased.StaticVertexSize

Returns: int
Returns: int

PhysicallyBased.StaticVertices

Full Usage: PhysicallyBased.StaticVertices

Returns: VertexBinding[]
Returns: VertexBinding[]

PhysicallyBased.TerrainBlends2Offset

Full Usage: PhysicallyBased.TerrainBlends2Offset

Returns: int
Returns: int

PhysicallyBased.TerrainBlendsOffset

Full Usage: PhysicallyBased.TerrainBlendsOffset

Returns: int
Returns: int

PhysicallyBased.TerrainNormalOffset

Full Usage: PhysicallyBased.TerrainNormalOffset

Returns: int
Returns: int

PhysicallyBased.TerrainTexCoordsOffset

Full Usage: PhysicallyBased.TerrainTexCoordsOffset

Returns: int
Returns: int

PhysicallyBased.TerrainTintOffset

Full Usage: PhysicallyBased.TerrainTintOffset

Returns: int
Returns: int

PhysicallyBased.TerrainVertexSize

Full Usage: PhysicallyBased.TerrainVertexSize

Returns: int
Returns: int

PhysicallyBased.TerrainVertices

Full Usage: PhysicallyBased.TerrainVertices

Returns: VertexBinding[]
Returns: VertexBinding[]

PhysicallyBased.beginPhysicallyBasedDeferredSurfaces eyeCenter view projectionUnflipped materialSampler loadOperation colorAttachments depthAttachment resolution renderPassIndex pipeline context

Full Usage: PhysicallyBased.beginPhysicallyBasedDeferredSurfaces eyeCenter view projectionUnflipped materialSampler loadOperation colorAttachments depthAttachment resolution renderPassIndex pipeline context

Parameters:
Returns: VkDescriptorSet * VkDescriptorSet

Begin drawing a batch of physically-based deferred surfaces.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
materialSampler : Sampler
loadOperation : LoadOperation
colorAttachments : VkImageView array
depthAttachment : Texture
resolution : Vector2i
renderPassIndex : int
pipeline : PhysicallyBasedPipeline
context : VulkanContext
Returns: VkDescriptorSet * VkDescriptorSet

PhysicallyBased.beginPhysicallyBasedForwardSurfaces eyeCenter view projectionUnflipped lightCutoffMargin lightAmbientColor lightAmbientBrightness lightAmbientBoostCutoff lightAmbientBoostScalar lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity fogEnabled fogType fogStart fogFinish fogDensity fogColor ssvfEnabled ssvfIntensity ssvfSteps ssvfAsymmetry ssrrEnabled ssrrIntensity ssrrDetail ssrrRefinementsMax ssrrRayThickness ssrrDistanceCutoff ssrrDistanceCutoffMargin ssrrEdgeHorizontalMargin ssrrEdgeVerticalMargin shadowNear depthTexture colorTexture brdfTexture irradianceMap environmentFilterMap unfilteredSampler filteredSampler materialSampler colorAttachment depthAttachment resolution renderPassIndex pipeline context

Full Usage: PhysicallyBased.beginPhysicallyBasedForwardSurfaces eyeCenter view projectionUnflipped lightCutoffMargin lightAmbientColor lightAmbientBrightness lightAmbientBoostCutoff lightAmbientBoostScalar lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity fogEnabled fogType fogStart fogFinish fogDensity fogColor ssvfEnabled ssvfIntensity ssvfSteps ssvfAsymmetry ssrrEnabled ssrrIntensity ssrrDetail ssrrRefinementsMax ssrrRayThickness ssrrDistanceCutoff ssrrDistanceCutoffMargin ssrrEdgeHorizontalMargin ssrrEdgeVerticalMargin shadowNear depthTexture colorTexture brdfTexture irradianceMap environmentFilterMap unfilteredSampler filteredSampler materialSampler colorAttachment depthAttachment resolution renderPassIndex pipeline context

Parameters:
    eyeCenter : Vector3
    view : Matrix4x4
    projectionUnflipped : Matrix4x4
    lightCutoffMargin : single
    lightAmbientColor : Color
    lightAmbientBrightness : single
    lightAmbientBoostCutoff : single
    lightAmbientBoostScalar : single
    lightShadowSamples : int
    lightShadowBias : single
    lightShadowSampleScalar : single
    lightShadowExponent : single
    lightShadowDensity : single
    fogEnabled : int
    fogType : int
    fogStart : single
    fogFinish : single
    fogDensity : single
    fogColor : Color
    ssvfEnabled : int
    ssvfIntensity : single
    ssvfSteps : int
    ssvfAsymmetry : single
    ssrrEnabled : int
    ssrrIntensity : single
    ssrrDetail : single
    ssrrRefinementsMax : int
    ssrrRayThickness : single
    ssrrDistanceCutoff : single
    ssrrDistanceCutoffMargin : single
    ssrrEdgeHorizontalMargin : single
    ssrrEdgeVerticalMargin : single
    shadowNear : single
    depthTexture : Texture
    colorTexture : Texture
    brdfTexture : Texture
    irradianceMap : Texture
    environmentFilterMap : Texture
    unfilteredSampler : Sampler
    filteredSampler : Sampler
    materialSampler : Sampler
    colorAttachment : Texture
    depthAttachment : Texture
    resolution : Vector2i
    renderPassIndex : int
    pipeline : PhysicallyBasedPipeline
    context : VulkanContext

Returns: VkDescriptorSet * VkDescriptorSet

Begin the process of drawing physically-based forward surfaces.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightCutoffMargin : single
lightAmbientColor : Color
lightAmbientBrightness : single
lightAmbientBoostCutoff : single
lightAmbientBoostScalar : single
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
fogEnabled : int
fogType : int
fogStart : single
fogFinish : single
fogDensity : single
fogColor : Color
ssvfEnabled : int
ssvfIntensity : single
ssvfSteps : int
ssvfAsymmetry : single
ssrrEnabled : int
ssrrIntensity : single
ssrrDetail : single
ssrrRefinementsMax : int
ssrrRayThickness : single
ssrrDistanceCutoff : single
ssrrDistanceCutoffMargin : single
ssrrEdgeHorizontalMargin : single
ssrrEdgeVerticalMargin : single
shadowNear : single
depthTexture : Texture
colorTexture : Texture
brdfTexture : Texture
irradianceMap : Texture
environmentFilterMap : Texture
unfilteredSampler : Sampler
filteredSampler : Sampler
materialSampler : Sampler
colorAttachment : Texture
depthAttachment : Texture
resolution : Vector2i
renderPassIndex : int
pipeline : PhysicallyBasedPipeline
context : VulkanContext
Returns: VkDescriptorSet * VkDescriptorSet

PhysicallyBased.beginPhysicallyBasedPipelines physicallyBasedPipelines

Full Usage: PhysicallyBased.beginPhysicallyBasedPipelines physicallyBasedPipelines

Parameters:
physicallyBasedPipelines : PhysicallyBasedPipelines

PhysicallyBased.beginPhysicallyBasedShadowSurfaces cubeMapFace eyeCenter view projectionUnflipped lightShadowExponent loadOperation colorAttachment depthAttachment resolution renderPassIndex pipeline context

Full Usage: PhysicallyBased.beginPhysicallyBasedShadowSurfaces cubeMapFace eyeCenter view projectionUnflipped lightShadowExponent loadOperation colorAttachment depthAttachment resolution renderPassIndex pipeline context

Parameters:
Returns: VkDescriptorSet

Begin drawing a batch of physically-based shadow surfaces.

cubeMapFace : bool
eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightShadowExponent : single
loadOperation : LoadOperation
colorAttachment : VkImageView
depthAttachment : Texture
resolution : Vector2i
renderPassIndex : int
pipeline : PhysicallyBasedShadowPipeline
context : VulkanContext
Returns: VkDescriptorSet

PhysicallyBased.createFilterBloomApplyPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterBloomApplyPipeline colorAttachmentFormat context

Parameters:
Returns: FilterBloomApplyPipeline

Create a bloom apply filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterBloomApplyPipeline

PhysicallyBased.createFilterBloomDownSamplePipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterBloomDownSamplePipeline colorAttachmentFormat context

Parameters:
Returns: FilterBloomDownSamplePipeline

Create a bloom down-sample filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterBloomDownSamplePipeline

PhysicallyBased.createFilterBloomExtractPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterBloomExtractPipeline colorAttachmentFormat context

Parameters:
Returns: FilterBloomExtractPipeline

Create a bloom extract filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterBloomExtractPipeline

PhysicallyBased.createFilterBloomUpSamplePipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterBloomUpSamplePipeline colorAttachmentFormat context

Parameters:
Returns: FilterBloomUpSamplePipeline

Create a bloom up-sample filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterBloomUpSamplePipeline

PhysicallyBased.createFilterBoxPipeline shaderPath colorAttachmentFormat

Full Usage: PhysicallyBased.createFilterBoxPipeline shaderPath colorAttachmentFormat

Parameters:
    shaderPath : string
    colorAttachmentFormat : VkFormat

Returns: FilterBoxPipeline

Create a box filter pipeline.

shaderPath : string
colorAttachmentFormat : VkFormat
Returns: FilterBoxPipeline

PhysicallyBased.createFilterChromaticAberrationPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterChromaticAberrationPipeline colorAttachmentFormat context

Parameters:
Returns: FilterChromaticAberrationPipeline

Create a chromatic aberration filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterChromaticAberrationPipeline

PhysicallyBased.createFilterDepthOfFieldPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterDepthOfFieldPipeline colorAttachmentFormat context

Parameters:
Returns: FilterDepthOfFieldPipeline

Create a depth-of-field filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterDepthOfFieldPipeline

PhysicallyBased.createFilterDownSamplePipeline shaderFilePath colorAttachmentFormats

Full Usage: PhysicallyBased.createFilterDownSamplePipeline shaderFilePath colorAttachmentFormats

Parameters:
    shaderFilePath : string
    colorAttachmentFormats : VkFormat array

Returns: FilterDownSamplePipeline

Create a down-sampler filter pipeline.

shaderFilePath : string
colorAttachmentFormats : VkFormat array
Returns: FilterDownSamplePipeline

PhysicallyBased.createFilterFxaaPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterFxaaPipeline colorAttachmentFormat context

Parameters:
Returns: FilterFxaaPipeline

Create an fxaa filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterFxaaPipeline

PhysicallyBased.createFilterGammaCorrectionPipeline colorAttachmentFormat

Full Usage: PhysicallyBased.createFilterGammaCorrectionPipeline colorAttachmentFormat

Parameters:
Returns: FilterGammaCorrectionPipeline

Create a gamma-correction filter pipeline.

colorAttachmentFormat : VkFormat
Returns: FilterGammaCorrectionPipeline

PhysicallyBased.createFilterGaussianDofPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterGaussianDofPipeline colorAttachmentFormat context

Parameters:
Returns: FilterGaussianDofPipeline

Create a depth-of-field guassian filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterGaussianDofPipeline

PhysicallyBased.createFilterGaussianEsmPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterGaussianEsmPipeline colorAttachmentFormat context

Parameters:
Returns: FilterGaussianEsmPipeline

Create an esm guassian filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterGaussianEsmPipeline

PhysicallyBased.createFilterToneMappingPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createFilterToneMappingPipeline colorAttachmentFormat context

Parameters:
Returns: FilterToneMappingPipeline

Create a tone-mapping filter pipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: FilterToneMappingPipeline

PhysicallyBased.createFilterUpSamplePipeline shaderFilePath colorAttachmentFormat

Full Usage: PhysicallyBased.createFilterUpSamplePipeline shaderFilePath colorAttachmentFormat

Parameters:
    shaderFilePath : string
    colorAttachmentFormat : VkFormat

Returns: FilterUpSamplePipeline

Create an up-sampler filter pipeline.

shaderFilePath : string
colorAttachmentFormat : VkFormat
Returns: FilterUpSamplePipeline

PhysicallyBased.createPhysicallyBasedAnimatedGeometries scene contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedAnimatedGeometries scene contextOpt

Parameters:
Returns: PhysicallyBasedGeometry SList

Create physically-based animated geometries from an assimp scene. TODO: consider deduplicating geometry like in createPhysicallyBasedStaticGeometries?

scene : Scene
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry SList

PhysicallyBased.createPhysicallyBasedAnimatedGeometry primitiveTopology vertexData indexData bounds contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedAnimatedGeometry primitiveTopology vertexData indexData bounds contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based animated geometry from a mesh.

primitiveTopology : VkPrimitiveTopology
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedAnimatedGeometryFromMesh indexData mesh contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedAnimatedGeometryFromMesh indexData mesh contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based animated geometry from an assimp mesh.

indexData : int[]
mesh : Mesh
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedAnimatedMesh indexData mesh

Full Usage: PhysicallyBased.createPhysicallyBasedAnimatedMesh indexData mesh

Parameters:
    indexData : 'a
    mesh : Mesh

Returns: single array * 'a * Box3

Create physically-based animated mesh from an assimp mesh.

indexData : 'a
mesh : Mesh
Returns: single array * 'a * Box3

PhysicallyBased.createPhysicallyBasedAttachments geometryViewport context

Full Usage: PhysicallyBased.createPhysicallyBasedAttachments geometryViewport context

Parameters:
Returns: PhysicallyBasedAttachments

Create the attachments required for physically-based rendering.

geometryViewport : Viewport
context : VulkanContext
Returns: PhysicallyBasedAttachments

PhysicallyBased.createPhysicallyBasedBillboardGeometry contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedBillboardGeometry contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based billboard geometry.

contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedBillboardMesh ()

Full Usage: PhysicallyBased.createPhysicallyBasedBillboardMesh ()

Parameters:
    () : unit

Returns: float32[] * int array * Box3

Create a mesh for a physically-based billboard.

() : unit
Returns: float32[] * int array * Box3

PhysicallyBased.createPhysicallyBasedDeferredAmbientPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredAmbientPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredAmbientPipeline

Create a PhysicallyBasedDeferredAmbientPipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredAmbientPipeline

PhysicallyBased.createPhysicallyBasedDeferredColoringPipeline colorAttachmentFormats context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredColoringPipeline colorAttachmentFormats context

Parameters:
Returns: PhysicallyBasedDeferredColoringPipeline

Create a PhysicallyBasedDeferredColoringPipeline.

colorAttachmentFormats : VkFormat array
context : VulkanContext
Returns: PhysicallyBasedDeferredColoringPipeline

PhysicallyBased.createPhysicallyBasedDeferredCompositionPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredCompositionPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredCompositionPipeline

Create a PhysicallyBasedDeferredCompositionPipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredCompositionPipeline

PhysicallyBased.createPhysicallyBasedDeferredEnvironmentFilterPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredEnvironmentFilterPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredEnvironmentFilterPipeline

Create a deferred environment filter pipeline of a physically-based surface.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredEnvironmentFilterPipeline

PhysicallyBased.createPhysicallyBasedDeferredFoggingPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredFoggingPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredFoggingPipeline

Create a PhysicallyBasedDeferredFoggingPipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredFoggingPipeline

PhysicallyBased.createPhysicallyBasedDeferredIrradiancePipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredIrradiancePipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredIrradiancePipeline

Create a PhysicallyBasedDeferredIrradiancePipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredIrradiancePipeline

PhysicallyBased.createPhysicallyBasedDeferredLightMappingPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredLightMappingPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredLightMappingPipeline

Create a PhysicallyBasedDeferredLightMappingPipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredLightMappingPipeline

PhysicallyBased.createPhysicallyBasedDeferredLightingPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredLightingPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredLightingPipeline

Create a PhysicallyBasedDeferredLightingPipeline.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredLightingPipeline

PhysicallyBased.createPhysicallyBasedDeferredSsaoPipeline colorAttachmentFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedDeferredSsaoPipeline colorAttachmentFormat context

Parameters:
Returns: PhysicallyBasedDeferredSsaoPipeline

Create a deferred ssao pipeline of a physically-based surface.

colorAttachmentFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredSsaoPipeline

PhysicallyBased.createPhysicallyBasedMaterial dirPath defaultMaterial textureClient material contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedMaterial dirPath defaultMaterial textureClient material contextOpt

Parameters:
Returns: PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial

Create physically-based material from an assimp mesh, falling back on defaults in case of missing textures. Uses file name-based inferences to look for texture files in case the ones that were hard-coded in the model files can't be located. Thread-safe if contextOpt = None.

dirPath : string
defaultMaterial : PhysicallyBasedMaterial
textureClient : TextureClient
material : Material
contextOpt : VulkanContext option
Returns: PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial

PhysicallyBased.createPhysicallyBasedParticleGeometry contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedParticleGeometry contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based particle geometry.

contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedParticleMesh ()

Full Usage: PhysicallyBased.createPhysicallyBasedParticleMesh ()

Parameters:
    () : unit

Returns: float32[] * int array * Box3

Create a mesh for a physically-based particle.

() : unit
Returns: float32[] * int array * Box3

PhysicallyBased.createPhysicallyBasedPipeline lightMapsMax lightsMax shaderPath blends cullModes vertexBindings colorAttachmentFormats depthTestOpt context

Full Usage: PhysicallyBased.createPhysicallyBasedPipeline lightMapsMax lightsMax shaderPath blends cullModes vertexBindings colorAttachmentFormats depthTestOpt context

Parameters:
Returns: PhysicallyBasedPipeline

Create a physically-based pipeline.

lightMapsMax : int
lightsMax : int
shaderPath : string
blends : VulkanBlend array
cullModes : bool array
vertexBindings : VertexBinding array
colorAttachmentFormats : VkFormat array
depthTestOpt : VkFormat option
context : VulkanContext
Returns: PhysicallyBasedPipeline

PhysicallyBased.createPhysicallyBasedPipelines lightMapsMax lightsMax attachments context

Full Usage: PhysicallyBased.createPhysicallyBasedPipelines lightMapsMax lightsMax attachments context

Parameters:
Returns: PhysicallyBasedPipelines
lightMapsMax : int
lightsMax : int
attachments : PhysicallyBasedAttachments
context : VulkanContext
Returns: PhysicallyBasedPipelines

PhysicallyBased.createPhysicallyBasedQuadGeometry contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedQuadGeometry contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based quad geometry.

contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedQuadMesh ()

Full Usage: PhysicallyBased.createPhysicallyBasedQuadMesh ()

Parameters:
    () : unit

Returns: float32[] * int array * Box3

Create a mesh for a physically-based quad.

() : unit
Returns: float32[] * int array * Box3

PhysicallyBased.createPhysicallyBasedShadowPipeline shaderPath vertexBindings colorAttachmentFormats depthTestFormat context

Full Usage: PhysicallyBased.createPhysicallyBasedShadowPipeline shaderPath vertexBindings colorAttachmentFormats depthTestFormat context

Parameters:
Returns: PhysicallyBasedShadowPipeline

Create a physically-based shadow pipeline.

shaderPath : string
vertexBindings : VertexBinding array
colorAttachmentFormats : VkFormat array
depthTestFormat : VkFormat
context : VulkanContext
Returns: PhysicallyBasedShadowPipeline

PhysicallyBased.createPhysicallyBasedStaticGeometries scene contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedStaticGeometries scene contextOpt

Parameters:
Returns: PhysicallyBasedGeometry SList

Create physically-based static geometries from an assimp scene. OPTIMIZATION: duplicate geometry is detected and deduplicated here, which does have some run-time cost.

scene : Scene
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry SList

PhysicallyBased.createPhysicallyBasedStaticGeometry primitiveTopology vertexData indexData bounds contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedStaticGeometry primitiveTopology vertexData indexData bounds contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based static geometry from a mesh.

primitiveTopology : VkPrimitiveTopology
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedStaticGeometryFromMesh indexData mesh contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedStaticGeometryFromMesh indexData mesh contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based static geometry from an assimp mesh.

indexData : int[]
mesh : Mesh
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedStaticMesh indexData mesh

Full Usage: PhysicallyBased.createPhysicallyBasedStaticMesh indexData mesh

Parameters:
    indexData : 'a
    mesh : Mesh

Returns: single array * 'a * Box3

Create physically-based static mesh from an assimp mesh.

indexData : 'a
mesh : Mesh
Returns: single array * 'a * Box3

PhysicallyBased.createPhysicallyBasedTerrainGeometry primitiveTopology vertexData indexData bounds contextOpt

Full Usage: PhysicallyBased.createPhysicallyBasedTerrainGeometry primitiveTopology vertexData indexData bounds contextOpt

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based terrain geometry from a mesh.

primitiveTopology : VkPrimitiveTopology
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
contextOpt : VulkanContext option
Returns: PhysicallyBasedGeometry

PhysicallyBased.createPhysicallyBasedTerrainPipeline shaderFilePath colorAttachmentFormats depthTest context

Full Usage: PhysicallyBased.createPhysicallyBasedTerrainPipeline shaderFilePath colorAttachmentFormats depthTest context

Parameters:
Returns: PhysicallyBasedDeferredTerrainPipeline
shaderFilePath : string
colorAttachmentFormats : VkFormat array
depthTest : VkFormat
context : VulkanContext
Returns: PhysicallyBasedDeferredTerrainPipeline

PhysicallyBased.destroyFilterBloomApplyPipeline bloomApplyPipeline context

Full Usage: PhysicallyBased.destroyFilterBloomApplyPipeline bloomApplyPipeline context

Parameters:

Destroy a bloom apply filter pipeline.

bloomApplyPipeline : FilterBloomApplyPipeline
context : VulkanContext

PhysicallyBased.destroyFilterBloomDownSamplePipeline bloomDownSamplePipeline context

Full Usage: PhysicallyBased.destroyFilterBloomDownSamplePipeline bloomDownSamplePipeline context

Parameters:

Destroy a bloom down-sample filter pipeline.

bloomDownSamplePipeline : FilterBloomDownSamplePipeline
context : VulkanContext

PhysicallyBased.destroyFilterBloomExtractPipeline bloomExtractPipeline context

Full Usage: PhysicallyBased.destroyFilterBloomExtractPipeline bloomExtractPipeline context

Parameters:

Destroy a bloom extract filter pipeline.

bloomExtractPipeline : FilterBloomExtractPipeline
context : VulkanContext

PhysicallyBased.destroyFilterBloomUpSamplePipeline bloomUpSamplePipeline context

Full Usage: PhysicallyBased.destroyFilterBloomUpSamplePipeline bloomUpSamplePipeline context

Parameters:

Destroy a bloom up-sample filter pipeline.

bloomUpSamplePipeline : FilterBloomUpSamplePipeline
context : VulkanContext

PhysicallyBased.destroyFilterBoxPipeline filterBoxPipeline context

Full Usage: PhysicallyBased.destroyFilterBoxPipeline filterBoxPipeline context

Parameters:

Destroy a box filter pipeline.

filterBoxPipeline : FilterBoxPipeline
context : VulkanContext

PhysicallyBased.destroyFilterChromaticAberrationPipeline chromaticAberrationPipeline context

Full Usage: PhysicallyBased.destroyFilterChromaticAberrationPipeline chromaticAberrationPipeline context

Parameters:

Destroy a tone-mapping filter pipeline.

chromaticAberrationPipeline : FilterChromaticAberrationPipeline
context : VulkanContext

PhysicallyBased.destroyFilterDepthOfFieldPipeline depthOfFieldPipeline context

Full Usage: PhysicallyBased.destroyFilterDepthOfFieldPipeline depthOfFieldPipeline context

Parameters:

Destroy a tone-mapping filter pipeline.

depthOfFieldPipeline : FilterDepthOfFieldPipeline
context : VulkanContext

PhysicallyBased.destroyFilterDownSamplePipeline downSamplePipeline context

Full Usage: PhysicallyBased.destroyFilterDownSamplePipeline downSamplePipeline context

Parameters:

Destroy a down-sample filter pipeline.

downSamplePipeline : FilterDownSamplePipeline
context : VulkanContext

PhysicallyBased.destroyFilterFxaaPipeline fxaaPipeline context

Full Usage: PhysicallyBased.destroyFilterFxaaPipeline fxaaPipeline context

Parameters:

Destroy an fxaa filter pipeline.

fxaaPipeline : FilterFxaaPipeline
context : VulkanContext

PhysicallyBased.destroyFilterGammaCorrectionPipeline filterGammaCorrectionPipeline context

Full Usage: PhysicallyBased.destroyFilterGammaCorrectionPipeline filterGammaCorrectionPipeline context

Parameters:

Destroy a gamma-correction filter pipeline.

filterGammaCorrectionPipeline : FilterGammaCorrectionPipeline
context : VulkanContext

PhysicallyBased.destroyFilterGaussianDofPipeline gaussianDofPipeline context

Full Usage: PhysicallyBased.destroyFilterGaussianDofPipeline gaussianDofPipeline context

Parameters:

Destroy a depth-of-field gaussian filter pipeline.

gaussianDofPipeline : FilterGaussianDofPipeline
context : VulkanContext

PhysicallyBased.destroyFilterGaussianEsmPipeline gaussianEsmPipeline context

Full Usage: PhysicallyBased.destroyFilterGaussianEsmPipeline gaussianEsmPipeline context

Parameters:

Destroy an esm gaussian filter pipeline.

gaussianEsmPipeline : FilterGaussianEsmPipeline
context : VulkanContext

PhysicallyBased.destroyFilterToneMappingPipeline toneMappingPipeline context

Full Usage: PhysicallyBased.destroyFilterToneMappingPipeline toneMappingPipeline context

Parameters:

Destroy a tone-mapping filter pipeline.

toneMappingPipeline : FilterToneMappingPipeline
context : VulkanContext

PhysicallyBased.destroyFilterUpSamplePipeline upSamplePipeline context

Full Usage: PhysicallyBased.destroyFilterUpSamplePipeline upSamplePipeline context

Parameters:

Destroy a up-sample filter pipeline.

upSamplePipeline : FilterUpSamplePipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedAttachments attachments context

Full Usage: PhysicallyBased.destroyPhysicallyBasedAttachments attachments context

Parameters:

Destroy the physically-based attachments.

attachments : PhysicallyBasedAttachments
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredAmbientPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredAmbientPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredAmbientPipeline.

pipeline : PhysicallyBasedDeferredAmbientPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredColoringPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredColoringPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredColoringPipeline.

pipeline : PhysicallyBasedDeferredColoringPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredCompositionPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredCompositionPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredCompositionPipeline.

pipeline : PhysicallyBasedDeferredCompositionPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredEnvironmentFilterPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredEnvironmentFilterPipeline pipeline context

Parameters:

Destroy a deferred environment filter pipeline of a physically-based surface.

pipeline : PhysicallyBasedDeferredEnvironmentFilterPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredFoggingPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredFoggingPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredFoggingPipeline.

pipeline : PhysicallyBasedDeferredFoggingPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredIrradiancePipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredIrradiancePipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredIrradiancePipeline.

pipeline : PhysicallyBasedDeferredIrradiancePipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredLightMappingPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredLightMappingPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredLightMappingPipeline.

pipeline : PhysicallyBasedDeferredLightMappingPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredLightingPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredLightingPipeline pipeline context

Parameters:

Destroy PhysicallyBasedDeferredLightingPipeline.

pipeline : PhysicallyBasedDeferredLightingPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredSsaoPipeline ssaoPipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredSsaoPipeline ssaoPipeline context

Parameters:

Destroy a deferred ssao pipeline of a physically-based surface.

ssaoPipeline : PhysicallyBasedDeferredSsaoPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedDeferredTerrainPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedDeferredTerrainPipeline pipeline context

Parameters:

Destroy PhysicallyBasedTerrainPipeline.

pipeline : PhysicallyBasedDeferredTerrainPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedGeometry geometry context

Full Usage: PhysicallyBased.destroyPhysicallyBasedGeometry geometry context

Parameters:

Destroy physically-based geometry resources.

geometry : PhysicallyBasedGeometry
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedModel model context

Full Usage: PhysicallyBased.destroyPhysicallyBasedModel model context

Parameters:

Destroy physically-based model resources. NOTE: models are created via a PhysicallyBasedSceneClient instance.

model : PhysicallyBasedModel
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedPipeline pipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedPipeline pipeline context

Parameters:

Destroy PhysicallyBasedPipeline.

pipeline : PhysicallyBasedPipeline
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedPipelines physicallyBasedPipelines context

Full Usage: PhysicallyBased.destroyPhysicallyBasedPipelines physicallyBasedPipelines context

Parameters:
physicallyBasedPipelines : PhysicallyBasedPipelines
context : VulkanContext

PhysicallyBased.destroyPhysicallyBasedShadowPipeline physicallyBasedShadowPipeline context

Full Usage: PhysicallyBased.destroyPhysicallyBasedShadowPipeline physicallyBasedShadowPipeline context

Parameters:

Destroy PhysicallyBasedShadowPipeline.

physicallyBasedShadowPipeline : PhysicallyBasedShadowPipeline
context : VulkanContext

PhysicallyBased.drawFilterBloomApplySurface strength bloomApplyTexture compositionTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterBloomApplySurface strength bloomApplyTexture compositionTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the bloom apply filter pass of a physically-based surface.

strength : single
bloomApplyTexture : Texture
compositionTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterBloomApplyPipeline
context : VulkanContext

PhysicallyBased.drawFilterBloomDownSampleSurfaces karisAverageEnabled inputResolution inputTexture inputSampler colorAttachments resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterBloomDownSampleSurfaces karisAverageEnabled inputResolution inputTexture inputSampler colorAttachments resolution geometry pipeline context

Parameters:

Draw the bloom down-sample filter passes of a physically-based surface.

karisAverageEnabled : bool
inputResolution : Vector2i
inputTexture : Texture
inputSampler : Sampler
colorAttachments : Texture array
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterBloomDownSamplePipeline
context : VulkanContext

PhysicallyBased.drawFilterBloomExtractSurface threshold inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterBloomExtractSurface threshold inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the bloom extract filter pass of a physically-based surface.

threshold : single
inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterBloomExtractPipeline
context : VulkanContext

PhysicallyBased.drawFilterBloomUpSampleSurfaces radius inputTextures inputSampler resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterBloomUpSampleSurfaces radius inputTextures inputSampler resolution geometry pipeline context

Parameters:

Draw the bloom up-sample filter passes of a physically-based surface.

radius : single
inputTextures : Texture array
inputSampler : Sampler
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterBloomUpSamplePipeline
context : VulkanContext

PhysicallyBased.drawFilterBoxSurface inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterBoxSurface inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the box filter pass of a physically-based surface.

inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterBoxPipeline
context : VulkanContext

PhysicallyBased.drawFilterChromaticAberrationSurface channelOffsets focalPoint inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterChromaticAberrationSurface channelOffsets focalPoint inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the tone-mapping filter pass of a physically-based surface.

channelOffsets : Vector3
focalPoint : Vector2
inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterChromaticAberrationPipeline
context : VulkanContext

PhysicallyBased.drawFilterDepthOfFieldSurface eyeCenter view projectionUnflipped nearDistance farDistance focalType focalDistance focalPoint depthTexture blurredTexture unblurredTexture unfilteredSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterDepthOfFieldSurface eyeCenter view projectionUnflipped nearDistance farDistance focalType focalDistance focalPoint depthTexture blurredTexture unblurredTexture unfilteredSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the depth-of-field filter pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
nearDistance : single
farDistance : single
focalType : int
focalDistance : single
focalPoint : Vector2
depthTexture : Texture
blurredTexture : Texture
unblurredTexture : Texture
unfilteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterDepthOfFieldPipeline
context : VulkanContext

PhysicallyBased.drawFilterDownSampleSurface colorTexture depthTexture filteredSampler colorAttachment depthAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterDownSampleSurface colorTexture depthTexture filteredSampler colorAttachment depthAttachment resolution geometry pipeline context

Parameters:

Draw the down-sample filter pass of a physically-based surface.

colorTexture : Texture
depthTexture : Texture
filteredSampler : Sampler
colorAttachment : VkImageView
depthAttachment : VkImageView
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterDownSamplePipeline
context : VulkanContext

PhysicallyBased.drawFilterFxaaSurface spanMax reduceMinDivisor reduceMulDivisor inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterFxaaSurface spanMax reduceMinDivisor reduceMulDivisor inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the fxaa filter pass of a physically-based surface.

spanMax : single
reduceMinDivisor : single
reduceMulDivisor : single
inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterFxaaPipeline
context : VulkanContext

PhysicallyBased.drawFilterGammaCorrectionSurface inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterGammaCorrectionSurface inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the gamma-correction filter pass of a physically-based surface.

inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterGammaCorrectionPipeline
context : VulkanContext

PhysicallyBased.drawFilterGaussianDofSurface scale radius dofImageView filteredSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterGaussianDofSurface scale radius dofImageView filteredSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the depth-of-field gaussian filter pass of a physically-based surface.

scale : Vector2
radius : single
dofImageView : VkImageView
filteredSampler : Sampler
colorAttachment : VkImageView
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterGaussianDofPipeline
context : VulkanContext

PhysicallyBased.drawFilterGaussianEsmSurface scale radius esmImageView filteredSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterGaussianEsmSurface scale radius esmImageView filteredSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the esm gaussian filter pass of a physically-based surface.

scale : Vector2
radius : single
esmImageView : VkImageView
filteredSampler : Sampler
colorAttachment : VkImageView
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterGaussianEsmPipeline
context : VulkanContext

PhysicallyBased.drawFilterToneMappingSurface lightExposure toneMapType toneMapSlope toneMapOffset toneMapPower toneMapSaturation toneMapWhitePoint inputTexture inputSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterToneMappingSurface lightExposure toneMapType toneMapSlope toneMapOffset toneMapPower toneMapSaturation toneMapWhitePoint inputTexture inputSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the tone-mapping filter pass of a physically-based surface.

lightExposure : single
toneMapType : ToneMapType
toneMapSlope : Vector3
toneMapOffset : Vector3
toneMapPower : Vector3
toneMapSaturation : single
toneMapWhitePoint : single
inputTexture : Texture
inputSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterToneMappingPipeline
context : VulkanContext

PhysicallyBased.drawFilterUpSampleSurface downSampledColorTexture downSampledDepthTexture depthTexture filteredSampler colorAttachment resolution geometry pipeline context

Full Usage: PhysicallyBased.drawFilterUpSampleSurface downSampledColorTexture downSampledDepthTexture depthTexture filteredSampler colorAttachment resolution geometry pipeline context

Parameters:

Draw the up-sample filter pass of a physically-based surface.

downSampledColorTexture : Texture
downSampledDepthTexture : Texture
depthTexture : Texture
filteredSampler : Sampler
colorAttachment : VkImageView
resolution : Vector2i
geometry : PhysicallyBasedGeometry
pipeline : FilterUpSamplePipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredAmbientSurface eyeCenter view projectionUnflipped lightMapFallbackAmbientColor lightMapFallbackAmbientBrightness lightMapAmbientColors lightMapAmbientBrightnesses depthTexture lightMappingTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredAmbientSurface eyeCenter view projectionUnflipped lightMapFallbackAmbientColor lightMapFallbackAmbientBrightness lightMapAmbientColors lightMapAmbientBrightnesses depthTexture lightMappingTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw the deferred ambient pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightMapFallbackAmbientColor : Color
lightMapFallbackAmbientBrightness : single
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
depthTexture : Texture
lightMappingTexture : Texture
unfilteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredAmbientPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredColoringSurface eyeCenter view projectionUnflipped lightAmbientBoostCutoff lightAmbientBoostScalar ssrlEnabled ssrlIntensity ssrlDetail ssrlRefinementsMax ssrlRayThickness ssrlTowardEyeCutoff ssrlDepthCutoff ssrlDepthCutoffMargin ssrlDistanceCutoff ssrlDistanceCutoffMargin ssrlRoughnessCutoff ssrlRoughnessCutoffMargin ssrlSlopeCutoff ssrlSlopeCutoffMargin ssrlEdgeHorizontalMargin ssrlEdgeVerticalMargin depthTexture albedoTexture materialTexture normalPlusTexture clearCoatPlusTexture lightAccumTexture brdfTexture ambientTexture irradianceTexture environmentFilterTexture ssaoTexture unfilteredSampler filteredSampler coloringAttachment depthAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredColoringSurface eyeCenter view projectionUnflipped lightAmbientBoostCutoff lightAmbientBoostScalar ssrlEnabled ssrlIntensity ssrlDetail ssrlRefinementsMax ssrlRayThickness ssrlTowardEyeCutoff ssrlDepthCutoff ssrlDepthCutoffMargin ssrlDistanceCutoff ssrlDistanceCutoffMargin ssrlRoughnessCutoff ssrlRoughnessCutoffMargin ssrlSlopeCutoff ssrlSlopeCutoffMargin ssrlEdgeHorizontalMargin ssrlEdgeVerticalMargin depthTexture albedoTexture materialTexture normalPlusTexture clearCoatPlusTexture lightAccumTexture brdfTexture ambientTexture irradianceTexture environmentFilterTexture ssaoTexture unfilteredSampler filteredSampler coloringAttachment depthAttachment resolution renderPassIndex geometry pipeline context

Parameters:
    eyeCenter : Vector3
    view : Matrix4x4
    projectionUnflipped : Matrix4x4
    lightAmbientBoostCutoff : single
    lightAmbientBoostScalar : single
    ssrlEnabled : int
    ssrlIntensity : single
    ssrlDetail : single
    ssrlRefinementsMax : int
    ssrlRayThickness : single
    ssrlTowardEyeCutoff : single
    ssrlDepthCutoff : single
    ssrlDepthCutoffMargin : single
    ssrlDistanceCutoff : single
    ssrlDistanceCutoffMargin : single
    ssrlRoughnessCutoff : single
    ssrlRoughnessCutoffMargin : single
    ssrlSlopeCutoff : single
    ssrlSlopeCutoffMargin : single
    ssrlEdgeHorizontalMargin : single
    ssrlEdgeVerticalMargin : single
    depthTexture : Texture
    albedoTexture : Texture
    materialTexture : Texture
    normalPlusTexture : Texture
    clearCoatPlusTexture : Texture
    lightAccumTexture : Texture
    brdfTexture : Texture
    ambientTexture : Texture
    irradianceTexture : Texture
    environmentFilterTexture : Texture
    ssaoTexture : Texture
    unfilteredSampler : Sampler
    filteredSampler : Sampler
    coloringAttachment : Texture
    depthAttachment : Texture
    resolution : Vector2i
    renderPassIndex : int
    geometry : PhysicallyBasedGeometry
    pipeline : PhysicallyBasedDeferredColoringPipeline
    context : VulkanContext

Draw the deferred coloring pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightAmbientBoostCutoff : single
lightAmbientBoostScalar : single
ssrlEnabled : int
ssrlIntensity : single
ssrlDetail : single
ssrlRefinementsMax : int
ssrlRayThickness : single
ssrlTowardEyeCutoff : single
ssrlDepthCutoff : single
ssrlDepthCutoffMargin : single
ssrlDistanceCutoff : single
ssrlDistanceCutoffMargin : single
ssrlRoughnessCutoff : single
ssrlRoughnessCutoffMargin : single
ssrlSlopeCutoff : single
ssrlSlopeCutoffMargin : single
ssrlEdgeHorizontalMargin : single
ssrlEdgeVerticalMargin : single
depthTexture : Texture
albedoTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
clearCoatPlusTexture : Texture
lightAccumTexture : Texture
brdfTexture : Texture
ambientTexture : Texture
irradianceTexture : Texture
environmentFilterTexture : Texture
ssaoTexture : Texture
unfilteredSampler : Sampler
filteredSampler : Sampler
coloringAttachment : Texture
depthAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredColoringPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredCompositionSurface eyeCenter view projectionUnflipped fogEnabled fogType fogStart fogFinish fogDensity fogColor depthTexture colorTexture fogAccumTexture unfilteredSampler compositionAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredCompositionSurface eyeCenter view projectionUnflipped fogEnabled fogType fogStart fogFinish fogDensity fogColor depthTexture colorTexture fogAccumTexture unfilteredSampler compositionAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw the deferred composition pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
fogEnabled : int
fogType : int
fogStart : single
fogFinish : single
fogDensity : single
fogColor : Color
depthTexture : Texture
colorTexture : Texture
fogAccumTexture : Texture
unfilteredSampler : Sampler
compositionAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredCompositionPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredEnvironmentFilterSurface eyeCenter view projectionUnflipped lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses depthTexture materialTexture normalPlusTexture clearCoatPlusTexture lightMappingTexture environmentFilterMap environmentFilterMaps unfilteredSampler filteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredEnvironmentFilterSurface eyeCenter view projectionUnflipped lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses depthTexture materialTexture normalPlusTexture clearCoatPlusTexture lightMappingTexture environmentFilterMap environmentFilterMaps unfilteredSampler filteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw a deferred environment filter pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
depthTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
clearCoatPlusTexture : Texture
lightMappingTexture : Texture
environmentFilterMap : Texture
environmentFilterMaps : Texture array
unfilteredSampler : Sampler
filteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredEnvironmentFilterPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredFoggingSurface eyeCenter view projectionUnflipped lightCutoffMargin ssvfIntensity ssvfSteps ssvfAsymmetry depthTexture shadowTextureArray shadowMaps shadowCascades lightMapsCount lightMapSingletonBlendMargin lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowMatrices unfilteredSampler filteredSampler foggingAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredFoggingSurface eyeCenter view projectionUnflipped lightCutoffMargin ssvfIntensity ssvfSteps ssvfAsymmetry depthTexture shadowTextureArray shadowMaps shadowCascades lightMapsCount lightMapSingletonBlendMargin lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowMatrices unfilteredSampler filteredSampler foggingAttachment resolution renderPassIndex geometry pipeline context

Parameters:
    eyeCenter : Vector3
    view : Matrix4x4
    projectionUnflipped : Matrix4x4
    lightCutoffMargin : single
    ssvfIntensity : single
    ssvfSteps : int
    ssvfAsymmetry : single
    depthTexture : Texture
    shadowTextureArray : Texture
    shadowMaps : Texture array
    shadowCascades : Texture array
    lightMapsCount : int
    lightMapSingletonBlendMargin : single
    lightOrigins : Vector3 array
    lightDirections : Vector3 array
    lightColors : Color array
    lightBrightnesses : single array
    lightAttenuationLinears : single array
    lightAttenuationQuadratics : single array
    lightCutoffs : single array
    lightTypes : int array
    lightConeInners : single array
    lightConeOuters : single array
    lightDesireFogs : int array
    lightShadowIndices : int array
    lightsCount : int
    shadowMatrices : Matrix4x4 array
    unfilteredSampler : Sampler
    filteredSampler : Sampler
    foggingAttachment : Texture
    resolution : Vector2i
    renderPassIndex : int
    geometry : PhysicallyBasedGeometry
    pipeline : PhysicallyBasedDeferredFoggingPipeline
    context : VulkanContext

Draw the deferred fogging pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightCutoffMargin : single
ssvfIntensity : single
ssvfSteps : int
ssvfAsymmetry : single
depthTexture : Texture
shadowTextureArray : Texture
shadowMaps : Texture array
shadowCascades : Texture array
lightMapsCount : int
lightMapSingletonBlendMargin : single
lightOrigins : Vector3 array
lightDirections : Vector3 array
lightColors : Color array
lightBrightnesses : single array
lightAttenuationLinears : single array
lightAttenuationQuadratics : single array
lightCutoffs : single array
lightTypes : int array
lightConeInners : single array
lightConeOuters : single array
lightDesireFogs : int array
lightShadowIndices : int array
lightsCount : int
shadowMatrices : Matrix4x4 array
unfilteredSampler : Sampler
filteredSampler : Sampler
foggingAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredFoggingPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredIrradianceSurface eyeCenter view projectionUnflipped depthTexture normalPlusTexture lightMappingTexture irradianceMap irradianceMaps unfilteredSampler filteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredIrradianceSurface eyeCenter view projectionUnflipped depthTexture normalPlusTexture lightMappingTexture irradianceMap irradianceMaps unfilteredSampler filteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw the deferred irradiance pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
depthTexture : Texture
normalPlusTexture : Texture
lightMappingTexture : Texture
irradianceMap : Texture
irradianceMaps : Texture array
unfilteredSampler : Sampler
filteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredIrradiancePipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredLightMappingSurface eyeCenter view projectionUnflipped lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses lightMapsCount lightMapSingletonBlendMargin lightsCount depthTexture normalPlusTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredLightMappingSurface eyeCenter view projectionUnflipped lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses lightMapsCount lightMapSingletonBlendMargin lightsCount depthTexture normalPlusTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw the deferred light mapping pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
lightMapsCount : int
lightMapSingletonBlendMargin : single
lightsCount : int
depthTexture : Texture
normalPlusTexture : Texture
unfilteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredLightMappingPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredLightingSurface eyeCenter view projectionUnflipped lightCutoffMargin lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity sssEnabled depthTexture albedoTexture materialTexture normalPlusTexture subdermalPlusTexture scatterPlusTexture clearCoatPlusTexture shadowTextureArray shadowMaps shadowCascades lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowNear shadowMatrices unfilteredSampler filteredSampler resolution renderPassIndex geometry lightAccumAttachment pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredLightingSurface eyeCenter view projectionUnflipped lightCutoffMargin lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity sssEnabled depthTexture albedoTexture materialTexture normalPlusTexture subdermalPlusTexture scatterPlusTexture clearCoatPlusTexture shadowTextureArray shadowMaps shadowCascades lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowNear shadowMatrices unfilteredSampler filteredSampler resolution renderPassIndex geometry lightAccumAttachment pipeline context

Parameters:
    eyeCenter : Vector3
    view : Matrix4x4
    projectionUnflipped : Matrix4x4
    lightCutoffMargin : single
    lightShadowSamples : int
    lightShadowBias : single
    lightShadowSampleScalar : single
    lightShadowExponent : single
    lightShadowDensity : single
    sssEnabled : int
    depthTexture : Texture
    albedoTexture : Texture
    materialTexture : Texture
    normalPlusTexture : Texture
    subdermalPlusTexture : Texture
    scatterPlusTexture : Texture
    clearCoatPlusTexture : Texture
    shadowTextureArray : Texture
    shadowMaps : Texture array
    shadowCascades : Texture array
    lightOrigins : Vector3 array
    lightDirections : Vector3 array
    lightColors : Color array
    lightBrightnesses : single array
    lightAttenuationLinears : single array
    lightAttenuationQuadratics : single array
    lightCutoffs : single array
    lightTypes : int array
    lightConeInners : single array
    lightConeOuters : single array
    lightDesireFogs : int array
    lightShadowIndices : int array
    lightsCount : int
    shadowNear : single
    shadowMatrices : Matrix4x4 array
    unfilteredSampler : Sampler
    filteredSampler : Sampler
    resolution : Vector2i
    renderPassIndex : int
    geometry : PhysicallyBasedGeometry
    lightAccumAttachment : Texture
    pipeline : PhysicallyBasedDeferredLightingPipeline
    context : VulkanContext

Draw the deferred lighting pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
lightCutoffMargin : single
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
sssEnabled : int
depthTexture : Texture
albedoTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
subdermalPlusTexture : Texture
scatterPlusTexture : Texture
clearCoatPlusTexture : Texture
shadowTextureArray : Texture
shadowMaps : Texture array
shadowCascades : Texture array
lightOrigins : Vector3 array
lightDirections : Vector3 array
lightColors : Color array
lightBrightnesses : single array
lightAttenuationLinears : single array
lightAttenuationQuadratics : single array
lightCutoffs : single array
lightTypes : int array
lightConeInners : single array
lightConeOuters : single array
lightDesireFogs : int array
lightShadowIndices : int array
lightsCount : int
shadowNear : single
shadowMatrices : Matrix4x4 array
unfilteredSampler : Sampler
filteredSampler : Sampler
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
lightAccumAttachment : Texture
pipeline : PhysicallyBasedDeferredLightingPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredSsaoSurface eyeCenter view projectionUnflipped intensity bias radius distanceMax sampleCount depthTexture normalPlusTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredSsaoSurface eyeCenter view projectionUnflipped intensity bias radius distanceMax sampleCount depthTexture normalPlusTexture unfilteredSampler colorAttachment resolution renderPassIndex geometry pipeline context

Parameters:

Draw a deferred ssao pass of a physically-based surface.

eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
intensity : single
bias : single
radius : single
distanceMax : single
sampleCount : int
depthTexture : Texture
normalPlusTexture : Texture
unfilteredSampler : Sampler
colorAttachment : Texture
resolution : Vector2i
renderPassIndex : int
geometry : PhysicallyBasedGeometry
pipeline : PhysicallyBasedDeferredSsaoPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedDeferredSurfaces bones surfacesCount instanceFields material geometry eyeDescriptorSet samplerDescriptorSet pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedDeferredSurfaces bones surfacesCount instanceFields material geometry eyeDescriptorSet samplerDescriptorSet pipeline context

Parameters:

Draw a batch of physically-based deferred surfaces.

bones : Matrix4x4 array
surfacesCount : int
instanceFields : single array
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
eyeDescriptorSet : VkDescriptorSet
samplerDescriptorSet : VkDescriptorSet
pipeline : PhysicallyBasedPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedForwardSurfaces bones surfacesCount instanceFields irradianceMaps environmentFilterMaps shadowTextureArray shadowMaps shadowCascades lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses lightMapsCount lightMapSingletonBlendMargin lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowMatrices material geometry depthTest blending uniformsDescriptorSet samplersDescriptorSet pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedForwardSurfaces bones surfacesCount instanceFields irradianceMaps environmentFilterMaps shadowTextureArray shadowMaps shadowCascades lightMapOrigins lightMapMins lightMapSizes lightMapAmbientColors lightMapAmbientBrightnesses lightMapsCount lightMapSingletonBlendMargin lightOrigins lightDirections lightColors lightBrightnesses lightAttenuationLinears lightAttenuationQuadratics lightCutoffs lightTypes lightConeInners lightConeOuters lightDesireFogs lightShadowIndices lightsCount shadowMatrices material geometry depthTest blending uniformsDescriptorSet samplersDescriptorSet pipeline context

Parameters:
    bones : Matrix4x4 array
    surfacesCount : int
    instanceFields : single array
    irradianceMaps : Texture array
    environmentFilterMaps : Texture array
    shadowTextureArray : Texture
    shadowMaps : Texture array
    shadowCascades : Texture array
    lightMapOrigins : Vector3 array
    lightMapMins : Vector3 array
    lightMapSizes : Vector3 array
    lightMapAmbientColors : Color array
    lightMapAmbientBrightnesses : single array
    lightMapsCount : int
    lightMapSingletonBlendMargin : single
    lightOrigins : Vector3 array
    lightDirections : Vector3 array
    lightColors : Color array
    lightBrightnesses : single array
    lightAttenuationLinears : single array
    lightAttenuationQuadratics : single array
    lightCutoffs : single array
    lightTypes : int array
    lightConeInners : single array
    lightConeOuters : single array
    lightDesireFogs : int array
    lightShadowIndices : int array
    lightsCount : int
    shadowMatrices : Matrix4x4 array
    material : PhysicallyBasedMaterial
    geometry : PhysicallyBasedGeometry
    depthTest : DepthTest
    blending : bool
    uniformsDescriptorSet : VkDescriptorSet
    samplersDescriptorSet : VkDescriptorSet
    pipeline : PhysicallyBasedPipeline
    context : VulkanContext

Draw a batch of physically-based forward surfaces. TODO: P1: consider altering the representation of incoming light maps and lights data so that each can be uploaded with a single driver call.

bones : Matrix4x4 array
surfacesCount : int
instanceFields : single array
irradianceMaps : Texture array
environmentFilterMaps : Texture array
shadowTextureArray : Texture
shadowMaps : Texture array
shadowCascades : Texture array
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
lightMapsCount : int
lightMapSingletonBlendMargin : single
lightOrigins : Vector3 array
lightDirections : Vector3 array
lightColors : Color array
lightBrightnesses : single array
lightAttenuationLinears : single array
lightAttenuationQuadratics : single array
lightCutoffs : single array
lightTypes : int array
lightConeInners : single array
lightConeOuters : single array
lightDesireFogs : int array
lightShadowIndices : int array
lightsCount : int
shadowMatrices : Matrix4x4 array
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
depthTest : DepthTest
blending : bool
uniformsDescriptorSet : VkDescriptorSet
samplersDescriptorSet : VkDescriptorSet
pipeline : PhysicallyBasedPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedShadowSurfaces bones surfacesCount instanceFields material geometry uniformsDescriptorSet pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedShadowSurfaces bones surfacesCount instanceFields material geometry uniformsDescriptorSet pipeline context

Parameters:

Draw a batch of physically-based deferred shadow surfaces.

bones : Matrix4x4 array
surfacesCount : int
instanceFields : single array
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
uniformsDescriptorSet : VkDescriptorSet
pipeline : PhysicallyBasedShadowPipeline
context : VulkanContext

PhysicallyBased.drawPhysicallyBasedTerrain shadowCubeMapFace eyeCenter view projectionUnflipped instanceFields lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity materials materialSampler geometry colorAttachments depthAttachment resolution renderPassIndex pipeline context

Full Usage: PhysicallyBased.drawPhysicallyBasedTerrain shadowCubeMapFace eyeCenter view projectionUnflipped instanceFields lightShadowSamples lightShadowBias lightShadowSampleScalar lightShadowExponent lightShadowDensity materials materialSampler geometry colorAttachments depthAttachment resolution renderPassIndex pipeline context

Parameters:
shadowCubeMapFace : bool
eyeCenter : Vector3
view : Matrix4x4
projectionUnflipped : Matrix4x4
instanceFields : single array
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
materials : PhysicallyBasedMaterial array
materialSampler : Sampler
geometry : PhysicallyBasedGeometry
colorAttachments : VkImageView array
depthAttachment : Texture
resolution : Vector2i
renderPassIndex : int
pipeline : PhysicallyBasedDeferredTerrainPipeline
context : VulkanContext

PhysicallyBased.endPhysicallyBasedDeferredSurfaces arg1 context

Full Usage: PhysicallyBased.endPhysicallyBasedDeferredSurfaces arg1 context

Parameters:

End the process of drawing physically-based deferred surfaces.

arg0 : PhysicallyBasedPipeline
context : VulkanContext

PhysicallyBased.endPhysicallyBasedForwardSurfaces arg1 context

Full Usage: PhysicallyBased.endPhysicallyBasedForwardSurfaces arg1 context

Parameters:

End the process of drawing physically-based forward surfaces.

arg0 : PhysicallyBasedPipeline
context : VulkanContext

PhysicallyBased.endPhysicallyBasedShadowSurfaces arg1 context

Full Usage: PhysicallyBased.endPhysicallyBasedShadowSurfaces arg1 context

Parameters:

End the process of drawing physically-based shadow surfaces.

arg0 : PhysicallyBasedShadowPipeline
context : VulkanContext

PhysicallyBased.reloadPhysicallyBasedShaders physicallyBasedPipelines context

Full Usage: PhysicallyBased.reloadPhysicallyBasedShaders physicallyBasedPipelines context

Parameters:
physicallyBasedPipelines : PhysicallyBasedPipelines
context : VulkanContext

PhysicallyBased.tryCreatePhysicallyBasedMaterials dirPath defaultMaterial textureClient scene contextOpt

Full Usage: PhysicallyBased.tryCreatePhysicallyBasedMaterials dirPath defaultMaterial textureClient scene contextOpt

Parameters:
Returns: Either<'a, (PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial) array>

Attempt to create physically-based material from an assimp scene. Thread-safe if contextOpt = None.

dirPath : string
defaultMaterial : PhysicallyBasedMaterial
textureClient : TextureClient
scene : Scene
contextOpt : VulkanContext option
Returns: Either<'a, (PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial) array>

PhysicallyBased.updatePhysicallyBasedAttachmentsSize geometryViewport attachments context

Full Usage: PhysicallyBased.updatePhysicallyBasedAttachmentsSize geometryViewport attachments context

Parameters:

Update the size of the attachments.

geometryViewport : Viewport
attachments : PhysicallyBasedAttachments
context : VulkanContext

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