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PhysicallyBased Module

Types

Type Description

PhysicallyBasedBuffers

A set of physically-based buffers that support a given viewport.

PhysicallyBasedDeferredAmbientShader

Describes an ambient pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredColoringShader

Describes the coloring pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredCompositionShader

Describes the composition pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredEnvironmentFilterShader

Describes an environment filter pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredIrradianceShader

Describes an irradiance pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredLightMappingShader

Describes a light mapping pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredLightingShader

Describes the lighting pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredSsaoShader

Describes an ssao pass of a deferred physically-based shader that's loaded into GPU.

PhysicallyBasedDeferredTerrainShader

Describes a physically-based deferred terrain shader that's loaded into GPU.

PhysicallyBasedGeometry

Describes some physically-based geometry that's loaded into VRAM.

PhysicallyBasedLight

A light inside a physically-based static model.

PhysicallyBasedLightProbe

A light probe inside a physically-based static model.

PhysicallyBasedMaterial

Describes a physically-based material.

PhysicallyBasedMaterialProperties

Describes the configurable properties of a physically-based material.

PhysicallyBasedModel

A physically-based model.

PhysicallyBasedPart

A part of a physically-based hierarchy.

PhysicallyBasedSceneClient

Memoizes physically-based scene loads.

PhysicallyBasedShader

Describes a physically-based shader that's loaded into GPU.

PhysicallyBasedShaders

Physically-based shaders.

PhysicallyBasedSurface

Describes a renderable physically-based surface.

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.AnimatedWeightsOffset

Full Usage: PhysicallyBased.AnimatedWeightsOffset

Returns: int
Returns: int

PhysicallyBased.BeginPhysicallyBasedForwardShader (view, projection, viewProjection, eyeCenter, lightCutoffMargin, lightAmbientColor, lightAmbientBrightness, lightAmbientBoostCutoff, lightAmbientBoostScalar, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, fogEnabled, fogStart, fogFinish, fogColor, ssvfEnabled, ssvfSteps, ssvfAsymmetry, ssvfIntensity, brdfTexture, irradianceMap, environmentFilterMap, shadowNear, shader, arg28)

Full Usage: PhysicallyBased.BeginPhysicallyBasedForwardShader (view, projection, viewProjection, eyeCenter, lightCutoffMargin, lightAmbientColor, lightAmbientBrightness, lightAmbientBoostCutoff, lightAmbientBoostScalar, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, fogEnabled, fogStart, fogFinish, fogColor, ssvfEnabled, ssvfSteps, ssvfAsymmetry, ssvfIntensity, brdfTexture, irradianceMap, environmentFilterMap, shadowNear, shader, arg28)

Parameters:
    view : single array
    projection : single array
    viewProjection : single array
    eyeCenter : Vector3
    lightCutoffMargin : single
    lightAmbientColor : Color
    lightAmbientBrightness : single
    lightAmbientBoostCutoff : single
    lightAmbientBoostScalar : single
    lightShadowSamples : int
    lightShadowBias : single
    lightShadowSampleScalar : single
    lightShadowExponent : single
    lightShadowDensity : single
    fogEnabled : int
    fogStart : single
    fogFinish : single
    fogColor : Color
    ssvfEnabled : int
    ssvfSteps : int
    ssvfAsymmetry : single
    ssvfIntensity : single
    brdfTexture : Texture
    irradianceMap : Texture
    environmentFilterMap : Texture
    shadowNear : single
    shader : PhysicallyBasedShader
    arg27 : uint

Begin the process of drawing with a forward shader.

view : single array
projection : single array
viewProjection : single array
eyeCenter : Vector3
lightCutoffMargin : single
lightAmbientColor : Color
lightAmbientBrightness : single
lightAmbientBoostCutoff : single
lightAmbientBoostScalar : single
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
fogEnabled : int
fogStart : single
fogFinish : single
fogColor : Color
ssvfEnabled : int
ssvfSteps : int
ssvfAsymmetry : single
ssvfIntensity : single
brdfTexture : Texture
irradianceMap : Texture
environmentFilterMap : Texture
shadowNear : single
shader : PhysicallyBasedShader
arg27 : uint

PhysicallyBased.CreatePhysicallyBasedAnimatedGeometries (renderable, scene)

Full Usage: PhysicallyBased.CreatePhysicallyBasedAnimatedGeometries (renderable, scene)

Parameters:
    renderable : bool
    scene : Scene

Returns: PhysicallyBasedGeometry SList

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

renderable : bool
scene : Scene
Returns: PhysicallyBasedGeometry SList

PhysicallyBased.CreatePhysicallyBasedAnimatedGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Full Usage: PhysicallyBased.CreatePhysicallyBasedAnimatedGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based animated geometry from a mesh.

renderable : bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry

PhysicallyBased.CreatePhysicallyBasedAnimatedGeometryFromMesh (renderable, indexData, mesh)

Full Usage: PhysicallyBased.CreatePhysicallyBasedAnimatedGeometryFromMesh (renderable, indexData, mesh)

Parameters:
    renderable : bool
    indexData : int[]
    mesh : Mesh

Returns: PhysicallyBasedGeometry

Create physically-based animated geometry from an assimp mesh.

renderable : bool
indexData : int[]
mesh : Mesh
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.CreatePhysicallyBasedAnimatedVao ()

Full Usage: PhysicallyBased.CreatePhysicallyBasedAnimatedVao ()

Parameters:
    () : unit

Returns: uint32
() : unit
Returns: uint32

PhysicallyBased.CreatePhysicallyBasedBillboard renderable

Full Usage: PhysicallyBased.CreatePhysicallyBasedBillboard renderable

Parameters:
    renderable : bool

Returns: PhysicallyBasedGeometry

Create physically-based billboard.

renderable : bool
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.CreatePhysicallyBasedBuffers geometryViewport

Full Usage: PhysicallyBased.CreatePhysicallyBasedBuffers geometryViewport

Parameters:
Returns: PhysicallyBasedBuffers

Create the buffers required for physically-based rendering.

geometryViewport : Viewport
Returns: PhysicallyBasedBuffers

PhysicallyBased.CreatePhysicallyBasedCube renderable

Full Usage: PhysicallyBased.CreatePhysicallyBasedCube renderable

Parameters:
    renderable : bool

Returns: PhysicallyBasedGeometry

Create physically-based cube.

renderable : bool
Returns: PhysicallyBasedGeometry

PhysicallyBased.CreatePhysicallyBasedCubeMesh ()

Full Usage: PhysicallyBased.CreatePhysicallyBasedCubeMesh ()

Parameters:
    () : unit

Returns: float32[] * int array * Box3

Create a mesh for a physically-based cube.

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

PhysicallyBased.CreatePhysicallyBasedDeferredAmbientShader lightMapsMax shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredAmbientShader lightMapsMax shaderFilePath

Parameters:
    lightMapsMax : int
    shaderFilePath : string

Returns: PhysicallyBasedDeferredAmbientShader

Create a physically-based shader for the ambient pass of deferred rendering.

lightMapsMax : int
shaderFilePath : string
Returns: PhysicallyBasedDeferredAmbientShader

PhysicallyBased.CreatePhysicallyBasedDeferredColoringShader shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredColoringShader shaderFilePath

Parameters:
    shaderFilePath : string

Returns: PhysicallyBasedDeferredColoringShader

Create a physically-based shader for the coloring pass of deferred rendering.

shaderFilePath : string
Returns: PhysicallyBasedDeferredColoringShader

PhysicallyBased.CreatePhysicallyBasedDeferredCompositionShader shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredCompositionShader shaderFilePath

Parameters:
    shaderFilePath : string

Returns: PhysicallyBasedDeferredCompositionShader

Create a physically-based shader for the composition pass of deferred rendering.

shaderFilePath : string
Returns: PhysicallyBasedDeferredCompositionShader

PhysicallyBased.CreatePhysicallyBasedDeferredEnvironmentFilterShader lightMapsMax shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredEnvironmentFilterShader lightMapsMax shaderFilePath

Parameters:
    lightMapsMax : int
    shaderFilePath : string

Returns: PhysicallyBasedDeferredEnvironmentFilterShader

Create a physically-based shader for the environment filter pass of deferred rendering.

lightMapsMax : int
shaderFilePath : string
Returns: PhysicallyBasedDeferredEnvironmentFilterShader

PhysicallyBased.CreatePhysicallyBasedDeferredIrradianceShader shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredIrradianceShader shaderFilePath

Parameters:
    shaderFilePath : string

Returns: PhysicallyBasedDeferredIrradianceShader

Create a physically-based shader for the irradiance pass of deferred rendering.

shaderFilePath : string
Returns: PhysicallyBasedDeferredIrradianceShader

PhysicallyBased.CreatePhysicallyBasedDeferredLightMappingShader lightMapsMax shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredLightMappingShader lightMapsMax shaderFilePath

Parameters:
    lightMapsMax : int
    shaderFilePath : string

Returns: PhysicallyBasedDeferredLightMappingShader

Create a physically-based shader for the light mapping pass of deferred rendering.

lightMapsMax : int
shaderFilePath : string
Returns: PhysicallyBasedDeferredLightMappingShader

PhysicallyBased.CreatePhysicallyBasedDeferredLightingShader lightsMax shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredLightingShader lightsMax shaderFilePath

Parameters:
    lightsMax : int
    shaderFilePath : string

Returns: PhysicallyBasedDeferredLightingShader

Create a physically-based shader for the lighting pass of deferred rendering.

lightsMax : int
shaderFilePath : string
Returns: PhysicallyBasedDeferredLightingShader

PhysicallyBased.CreatePhysicallyBasedDeferredSsaoShader shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedDeferredSsaoShader shaderFilePath

Parameters:
    shaderFilePath : string

Returns: PhysicallyBasedDeferredSsaoShader

Create a physically-based shader for the ssao pass of deferred rendering.

shaderFilePath : string
Returns: PhysicallyBasedDeferredSsaoShader

PhysicallyBased.CreatePhysicallyBasedMaterial (renderable, dirPath, defaultMaterial, textureClient, material)

Full Usage: PhysicallyBased.CreatePhysicallyBasedMaterial (renderable, dirPath, defaultMaterial, textureClient, material)

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 renderable = false.

renderable : bool
dirPath : string
defaultMaterial : PhysicallyBasedMaterial
textureClient : TextureClient
material : Material
Returns: PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial

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.CreatePhysicallyBasedQuad renderable

Full Usage: PhysicallyBased.CreatePhysicallyBasedQuad renderable

Parameters:
    renderable : bool

Returns: PhysicallyBasedGeometry

Create physically-based quad.

renderable : bool
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.CreatePhysicallyBasedShader lightMapsMax lightsMax shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedShader lightMapsMax lightsMax shaderFilePath

Parameters:
    lightMapsMax : int
    lightsMax : int
    shaderFilePath : string

Returns: PhysicallyBasedShader

Create a physically-based shader.

lightMapsMax : int
lightsMax : int
shaderFilePath : string
Returns: PhysicallyBasedShader

PhysicallyBased.CreatePhysicallyBasedShaders (lightMapsMax, lightsMax)

Full Usage: PhysicallyBased.CreatePhysicallyBasedShaders (lightMapsMax, lightsMax)

Parameters:
    lightMapsMax : int
    lightsMax : int

Returns: PhysicallyBasedShaders
lightMapsMax : int
lightsMax : int
Returns: PhysicallyBasedShaders

PhysicallyBased.CreatePhysicallyBasedStaticGeometries (renderable, scene)

Full Usage: PhysicallyBased.CreatePhysicallyBasedStaticGeometries (renderable, scene)

Parameters:
    renderable : bool
    scene : Scene

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.

renderable : bool
scene : Scene
Returns: PhysicallyBasedGeometry SList

PhysicallyBased.CreatePhysicallyBasedStaticGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Full Usage: PhysicallyBased.CreatePhysicallyBasedStaticGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based static geometry from a mesh.

renderable : bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry

PhysicallyBased.CreatePhysicallyBasedStaticGeometryFromMesh (renderable, indexData, mesh)

Full Usage: PhysicallyBased.CreatePhysicallyBasedStaticGeometryFromMesh (renderable, indexData, mesh)

Parameters:
    renderable : bool
    indexData : int[]
    mesh : Mesh

Returns: PhysicallyBasedGeometry

Create physically-based static geometry from an assimp mesh.

renderable : bool
indexData : int[]
mesh : Mesh
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.CreatePhysicallyBasedStaticVao ()

Full Usage: PhysicallyBased.CreatePhysicallyBasedStaticVao ()

Parameters:
    () : unit

Returns: uint32
() : unit
Returns: uint32

PhysicallyBased.CreatePhysicallyBasedSurface (surfaceNames, surfaceMetadata, surfaceMatrix, surfaceBounds, properties, material, materialIndex, geometry)

Full Usage: PhysicallyBased.CreatePhysicallyBasedSurface (surfaceNames, surfaceMetadata, surfaceMatrix, surfaceBounds, properties, material, materialIndex, geometry)

Parameters:
Returns: PhysicallyBasedSurface

Create a physically-based surface.

surfaceNames : string array
surfaceMetadata : Matrix4x4
surfaceMatrix : Box3
surfaceBounds : PhysicallyBasedMaterialProperties
properties : PhysicallyBasedMaterial
material : int
materialIndex : Node
geometry : PhysicallyBasedGeometry
Returns: PhysicallyBasedSurface

PhysicallyBased.CreatePhysicallyBasedTerrainGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Full Usage: PhysicallyBased.CreatePhysicallyBasedTerrainGeometry (renderable, primitiveType, vertexData, indexData, bounds)

Parameters:
Returns: PhysicallyBasedGeometry

Create physically-based terrain geometry from a mesh.

renderable : bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry

PhysicallyBased.CreatePhysicallyBasedTerrainShader shaderFilePath

Full Usage: PhysicallyBased.CreatePhysicallyBasedTerrainShader shaderFilePath

Parameters:
    shaderFilePath : string

Returns: PhysicallyBasedDeferredTerrainShader

Create a physically-based terrain shader.

shaderFilePath : string
Returns: PhysicallyBasedDeferredTerrainShader

PhysicallyBased.CreatePhysicallyBasedTerrainVao ()

Full Usage: PhysicallyBased.CreatePhysicallyBasedTerrainVao ()

Parameters:
    () : unit

Returns: uint32
() : unit
Returns: uint32

PhysicallyBased.DestroyPhysicallyBasedBuffers buffers

Full Usage: PhysicallyBased.DestroyPhysicallyBasedBuffers buffers

Parameters:

Destroy the physically-based buffers.

buffers : PhysicallyBasedBuffers

PhysicallyBased.DestroyPhysicallyBasedGeometry geometry

Full Usage: PhysicallyBased.DestroyPhysicallyBasedGeometry geometry

Parameters:

Destroy physically-based geometry resources.

geometry : PhysicallyBasedGeometry

PhysicallyBased.DestroyPhysicallyBasedModel model

Full Usage: PhysicallyBased.DestroyPhysicallyBasedModel model

Parameters:

Destroy physically-based model resources.

model : PhysicallyBasedModel

PhysicallyBased.DestroyPhysicallyBasedShaders shaders

Full Usage: PhysicallyBased.DestroyPhysicallyBasedShaders shaders

Parameters:
shaders : PhysicallyBasedShaders

PhysicallyBased.DrawFilterBilateralDownSampleSurface (colorTexture, depthTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawFilterBilateralDownSampleSurface (colorTexture, depthTexture, geometry, shader, vao)

Parameters:

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

colorTexture : Texture
depthTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterBilateralDownSampleShader
vao : uint

PhysicallyBased.DrawFilterBilateralUpSampleSurface (colorDownSampledTexture, depthDownSampledTexture, depthTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawFilterBilateralUpSampleSurface (colorDownSampledTexture, depthDownSampledTexture, depthTexture, geometry, shader, vao)

Parameters:

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

colorDownSampledTexture : Texture
depthDownSampledTexture : Texture
depthTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterBilateralUpSampleShader
vao : uint

PhysicallyBased.DrawFilterBoxSurface (inputTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawFilterBoxSurface (inputTexture, geometry, shader, vao)

Parameters:

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

inputTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterBoxShader
vao : uint

PhysicallyBased.DrawFilterFxaaSurface (inputTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawFilterFxaaSurface (inputTexture, geometry, shader, vao)

Parameters:

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

inputTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterFxaaShader
vao : uint

PhysicallyBased.DrawFilterGaussianSurface (scale, inputTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawFilterGaussianSurface (scale, inputTexture, geometry, shader, vao)

Parameters:

Draw the filter gaussian pass using a physically-based surface.

scale : Vector2
inputTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterGaussianShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredAmbientSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, lightMappingTexture, lightMapAmbientColor, lightMapAmbientBrightness, lightMapAmbientColors, lightMapAmbientBrightnesses, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredAmbientSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, lightMappingTexture, lightMapAmbientColor, lightMapAmbientBrightness, lightMapAmbientColors, lightMapAmbientBrightnesses, geometry, shader, vao)

Parameters:

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

eyeCenter : Vector3
viewInverse : single array
projectionInverse : single array
depthTexture : Texture
lightMappingTexture : Texture
lightMapAmbientColor : Color
lightMapAmbientBrightness : single
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredAmbientShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredColoringSurface (eyeCenter, view, viewInverse, projection, projectionInverse, lightAmbientBoostCutoff, lightAmbientBoostScalar, ssrEnabled, ssrIntensity, ssrDetail, ssrRefinementsMax, ssrRayThickness, ssrTowardEyeCutoff, ssrDepthCutoff, ssrDepthCutoffMargin, ssrDistanceCutoff, ssrDistanceCutoffMargin, ssrRoughnessCutoff, ssrRoughnessCutoffMargin, ssrSlopeCutoff, ssrSlopeCutoffMargin, ssrEdgeHorizontalMargin, ssrEdgeVerticalMargin, depthTexture, albedoTexture, materialTexture, normalPlusTexture, lightAccumTexture, brdfTexture, ambientTexture, irradianceTexture, environmentFilterTexture, ssaoTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredColoringSurface (eyeCenter, view, viewInverse, projection, projectionInverse, lightAmbientBoostCutoff, lightAmbientBoostScalar, ssrEnabled, ssrIntensity, ssrDetail, ssrRefinementsMax, ssrRayThickness, ssrTowardEyeCutoff, ssrDepthCutoff, ssrDepthCutoffMargin, ssrDistanceCutoff, ssrDistanceCutoffMargin, ssrRoughnessCutoff, ssrRoughnessCutoffMargin, ssrSlopeCutoff, ssrSlopeCutoffMargin, ssrEdgeHorizontalMargin, ssrEdgeVerticalMargin, depthTexture, albedoTexture, materialTexture, normalPlusTexture, lightAccumTexture, brdfTexture, ambientTexture, irradianceTexture, environmentFilterTexture, ssaoTexture, geometry, shader, vao)

Parameters:
    eyeCenter : Vector3
    view : single array
    viewInverse : single array
    projection : single array
    projectionInverse : single array
    lightAmbientBoostCutoff : single
    lightAmbientBoostScalar : single
    ssrEnabled : int
    ssrIntensity : single
    ssrDetail : single
    ssrRefinementsMax : int
    ssrRayThickness : single
    ssrTowardEyeCutoff : single
    ssrDepthCutoff : single
    ssrDepthCutoffMargin : single
    ssrDistanceCutoff : single
    ssrDistanceCutoffMargin : single
    ssrRoughnessCutoff : single
    ssrRoughnessCutoffMargin : single
    ssrSlopeCutoff : single
    ssrSlopeCutoffMargin : single
    ssrEdgeHorizontalMargin : single
    ssrEdgeVerticalMargin : single
    depthTexture : Texture
    albedoTexture : Texture
    materialTexture : Texture
    normalPlusTexture : Texture
    lightAccumTexture : Texture
    brdfTexture : Texture
    ambientTexture : Texture
    irradianceTexture : Texture
    environmentFilterTexture : Texture
    ssaoTexture : Texture
    geometry : PhysicallyBasedGeometry
    shader : PhysicallyBasedDeferredColoringShader
    vao : uint

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

eyeCenter : Vector3
view : single array
viewInverse : single array
projection : single array
projectionInverse : single array
lightAmbientBoostCutoff : single
lightAmbientBoostScalar : single
ssrEnabled : int
ssrIntensity : single
ssrDetail : single
ssrRefinementsMax : int
ssrRayThickness : single
ssrTowardEyeCutoff : single
ssrDepthCutoff : single
ssrDepthCutoffMargin : single
ssrDistanceCutoff : single
ssrDistanceCutoffMargin : single
ssrRoughnessCutoff : single
ssrRoughnessCutoffMargin : single
ssrSlopeCutoff : single
ssrSlopeCutoffMargin : single
ssrEdgeHorizontalMargin : single
ssrEdgeVerticalMargin : single
depthTexture : Texture
albedoTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
lightAccumTexture : Texture
brdfTexture : Texture
ambientTexture : Texture
irradianceTexture : Texture
environmentFilterTexture : Texture
ssaoTexture : Texture
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredColoringShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredCompositionSurface (eyeCenter, viewInverse, projectionInverse, fogEnabled, fogStart, fogFinish, fogColor, depthTexture, colorTexture, fogAccumTexture, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredCompositionSurface (eyeCenter, viewInverse, projectionInverse, fogEnabled, fogStart, fogFinish, fogColor, depthTexture, colorTexture, fogAccumTexture, geometry, shader, vao)

Parameters:

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

eyeCenter : Vector3
viewInverse : single array
projectionInverse : single array
fogEnabled : int
fogStart : single
fogFinish : single
fogColor : Color
depthTexture : Texture
colorTexture : Texture
fogAccumTexture : Texture
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredCompositionShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredEnvironmentFilterSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, materialTexture, normalPlusTexture, lightMappingTexture, environmentFilterMap, environmentFilterMaps, lightMapOrigins, lightMapMins, lightMapSizes, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredEnvironmentFilterSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, materialTexture, normalPlusTexture, lightMappingTexture, environmentFilterMap, environmentFilterMaps, lightMapOrigins, lightMapMins, lightMapSizes, geometry, shader, vao)

Parameters:

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

eyeCenter : Vector3
viewInverse : single array
projectionInverse : single array
depthTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
lightMappingTexture : Texture
environmentFilterMap : Texture
environmentFilterMaps : Texture array
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredEnvironmentFilterShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredIrradianceSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMappingTexture, irradianceMap, irradianceMaps, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredIrradianceSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMappingTexture, irradianceMap, irradianceMaps, geometry, shader, vao)

Parameters:

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

eyeCenter : Vector3
viewInverse : single array
projectionInverse : single array
depthTexture : Texture
normalPlusTexture : Texture
lightMappingTexture : Texture
irradianceMap : Texture
irradianceMaps : Texture array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredIrradianceShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredLightMappingSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMapOrigins, lightMapMins, lightMapSizes, lightMapsCount, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredLightMappingSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMapOrigins, lightMapMins, lightMapSizes, lightMapsCount, geometry, shader, vao)

Parameters:

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

eyeCenter : Vector3
viewInverse : single array
projectionInverse : single array
depthTexture : Texture
normalPlusTexture : Texture
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
lightMapsCount : int
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredLightMappingShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredLightingSurface (eyeCenter, view, viewInverse, projection, projectionInverse, lightCutoffMargin, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, sssEnabled, ssvfEnabled, ssvfSteps, ssvfAsymmetry, ssvfIntensity, depthTexture, albedoTexture, materialTexture, normalPlusTexture, subdermalPlusTexture, scatterPlusTexture, shadowTextures, shadowMaps, lightOrigins, lightDirections, lightColors, lightBrightnesses, lightAttenuationLinears, lightAttenuationQuadratics, lightCutoffs, lightTypes, lightConeInners, lightConeOuters, lightDesireFogs, lightShadowIndices, lightsCount, shadowNear, shadowMatrices, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredLightingSurface (eyeCenter, view, viewInverse, projection, projectionInverse, lightCutoffMargin, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, sssEnabled, ssvfEnabled, ssvfSteps, ssvfAsymmetry, ssvfIntensity, depthTexture, albedoTexture, materialTexture, normalPlusTexture, subdermalPlusTexture, scatterPlusTexture, shadowTextures, shadowMaps, lightOrigins, lightDirections, lightColors, lightBrightnesses, lightAttenuationLinears, lightAttenuationQuadratics, lightCutoffs, lightTypes, lightConeInners, lightConeOuters, lightDesireFogs, lightShadowIndices, lightsCount, shadowNear, shadowMatrices, geometry, shader, vao)

Parameters:
    eyeCenter : Vector3
    view : single array
    viewInverse : single array
    projection : single array
    projectionInverse : single array
    lightCutoffMargin : single
    lightShadowSamples : int
    lightShadowBias : single
    lightShadowSampleScalar : single
    lightShadowExponent : single
    lightShadowDensity : single
    sssEnabled : int
    ssvfEnabled : int
    ssvfSteps : int
    ssvfAsymmetry : single
    ssvfIntensity : single
    depthTexture : Texture
    albedoTexture : Texture
    materialTexture : Texture
    normalPlusTexture : Texture
    subdermalPlusTexture : Texture
    scatterPlusTexture : Texture
    shadowTextures : Texture array
    shadowMaps : 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 : single array array
    geometry : PhysicallyBasedGeometry
    shader : PhysicallyBasedDeferredLightingShader
    vao : uint

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

eyeCenter : Vector3
view : single array
viewInverse : single array
projection : single array
projectionInverse : single array
lightCutoffMargin : single
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
sssEnabled : int
ssvfEnabled : int
ssvfSteps : int
ssvfAsymmetry : single
ssvfIntensity : single
depthTexture : Texture
albedoTexture : Texture
materialTexture : Texture
normalPlusTexture : Texture
subdermalPlusTexture : Texture
scatterPlusTexture : Texture
shadowTextures : Texture array
shadowMaps : 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 : single array array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredLightingShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredSsaoSurface (eyeCenter, view, viewInverse, projection, projectionInverse, viewProjection, depthTexture, normalPlusTexture, ssaoResolution, ssaoIntensity, ssaoBias, ssaoRadius, ssaoDistanceMax, ssaoSampleCount, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredSsaoSurface (eyeCenter, view, viewInverse, projection, projectionInverse, viewProjection, depthTexture, normalPlusTexture, ssaoResolution, ssaoIntensity, ssaoBias, ssaoRadius, ssaoDistanceMax, ssaoSampleCount, geometry, shader, vao)

Parameters:
    eyeCenter : Vector3
    view : single array
    viewInverse : single array
    projection : single array
    projectionInverse : single array
    viewProjection : single array
    depthTexture : Texture
    normalPlusTexture : Texture
    ssaoResolution : int array
    ssaoIntensity : single
    ssaoBias : single
    ssaoRadius : single
    ssaoDistanceMax : single
    ssaoSampleCount : int
    geometry : PhysicallyBasedGeometry
    shader : PhysicallyBasedDeferredSsaoShader
    vao : uint

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

eyeCenter : Vector3
view : single array
viewInverse : single array
projection : single array
projectionInverse : single array
viewProjection : single array
depthTexture : Texture
normalPlusTexture : Texture
ssaoResolution : int array
ssaoIntensity : single
ssaoBias : single
ssaoRadius : single
ssaoDistanceMax : single
ssaoSampleCount : int
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredSsaoShader
vao : uint

PhysicallyBased.DrawPhysicallyBasedDeferredSurfaces (batchPhase, view, projection, viewProjection, bones, eyeCenter, surfacesCount, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, material, geometry, shader, vao, vertexSize)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDeferredSurfaces (batchPhase, view, projection, viewProjection, bones, eyeCenter, surfacesCount, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, material, geometry, shader, vao, vertexSize)

Parameters:
    batchPhase : BatchPhase
    view : single array
    projection : single array
    viewProjection : single array
    bones : single array array
    eyeCenter : Vector3
    surfacesCount : int
    instanceFields : single array
    lightShadowSamples : int
    lightShadowBias : single
    lightShadowSampleScalar : single
    lightShadowExponent : single
    lightShadowDensity : single
    material : PhysicallyBasedMaterial
    geometry : PhysicallyBasedGeometry
    shader : PhysicallyBasedShader
    vao : uint
    vertexSize : int

Draw a batch of physically-based deferred surfaces.

batchPhase : BatchPhase
view : single array
projection : single array
viewProjection : single array
bones : single array array
eyeCenter : Vector3
surfacesCount : int
instanceFields : single array
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedShader
vao : uint
vertexSize : int

PhysicallyBased.DrawPhysicallyBasedDepthSurfaces (batchPhase, eyeCenter, view, projection, viewProjection, bones, surfacesCount, instanceFields, lightShadowExponent, material, geometry, shader, vao, vertexSize)

Full Usage: PhysicallyBased.DrawPhysicallyBasedDepthSurfaces (batchPhase, eyeCenter, view, projection, viewProjection, bones, surfacesCount, instanceFields, lightShadowExponent, material, geometry, shader, vao, vertexSize)

Parameters:

Draw a batch of physically-based depth surfaces.

batchPhase : BatchPhase
eyeCenter : Vector3
view : single array
projection : single array
viewProjection : single array
bones : single array array
surfacesCount : int
instanceFields : single array
lightShadowExponent : single
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedShader
vao : uint
vertexSize : int

PhysicallyBased.DrawPhysicallyBasedForwardSurfaces (bones, surfacesCount, instanceFields, irradianceMaps, environmentFilterMaps, shadowTextures, shadowMaps, lightMapOrigins, lightMapMins, lightMapSizes, lightMapAmbientColors, lightMapAmbientBrightnesses, lightMapsCount, lightOrigins, lightDirections, lightColors, lightBrightnesses, lightAttenuationLinears, lightAttenuationQuadratics, lightCutoffs, lightTypes, lightConeInners, lightConeOuters, lightDesireFogs, lightShadowIndices, lightsCount, shadowMatrices, material, geometry, depthTest, blending, shader, vao, vertexSize)

Full Usage: PhysicallyBased.DrawPhysicallyBasedForwardSurfaces (bones, surfacesCount, instanceFields, irradianceMaps, environmentFilterMaps, shadowTextures, shadowMaps, lightMapOrigins, lightMapMins, lightMapSizes, lightMapAmbientColors, lightMapAmbientBrightnesses, lightMapsCount, lightOrigins, lightDirections, lightColors, lightBrightnesses, lightAttenuationLinears, lightAttenuationQuadratics, lightCutoffs, lightTypes, lightConeInners, lightConeOuters, lightDesireFogs, lightShadowIndices, lightsCount, shadowMatrices, material, geometry, depthTest, blending, shader, vao, vertexSize)

Parameters:
    bones : single array array
    surfacesCount : int
    instanceFields : single array
    irradianceMaps : Texture array
    environmentFilterMaps : Texture array
    shadowTextures : Texture array
    shadowMaps : Texture array
    lightMapOrigins : Vector3 array
    lightMapMins : Vector3 array
    lightMapSizes : Vector3 array
    lightMapAmbientColors : Color array
    lightMapAmbientBrightnesses : single array
    lightMapsCount : int
    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 : single array array
    material : PhysicallyBasedMaterial
    geometry : PhysicallyBasedGeometry
    depthTest : DepthTest
    blending : bool
    shader : PhysicallyBasedShader
    vao : uint
    vertexSize : int

Draw a batch of physically-based forward surfaces.

bones : single array array
surfacesCount : int
instanceFields : single array
irradianceMaps : Texture array
environmentFilterMaps : Texture array
shadowTextures : Texture array
shadowMaps : Texture array
lightMapOrigins : Vector3 array
lightMapMins : Vector3 array
lightMapSizes : Vector3 array
lightMapAmbientColors : Color array
lightMapAmbientBrightnesses : single array
lightMapsCount : int
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 : single array array
material : PhysicallyBasedMaterial
geometry : PhysicallyBasedGeometry
depthTest : DepthTest
blending : bool
shader : PhysicallyBasedShader
vao : uint
vertexSize : int

PhysicallyBased.DrawPhysicallyBasedTerrain (view, projection, viewProjection, eyeCenter, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, elementsCount, materials, geometry, shader, vao)

Full Usage: PhysicallyBased.DrawPhysicallyBasedTerrain (view, projection, viewProjection, eyeCenter, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, elementsCount, materials, geometry, shader, vao)

Parameters:
view : single array
projection : single array
viewProjection : single array
eyeCenter : Vector3
instanceFields : single array
lightShadowSamples : int
lightShadowBias : single
lightShadowSampleScalar : single
lightShadowExponent : single
lightShadowDensity : single
elementsCount : int
materials : PhysicallyBasedMaterial array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredTerrainShader
vao : uint

PhysicallyBased.EndPhysicallyBasedForwardShader (arg1, arg2)

Full Usage: PhysicallyBased.EndPhysicallyBasedForwardShader (arg1, arg2)

Parameters:

End the process of drawing with a forward shader.

arg0 : PhysicallyBasedShader
arg1 : uint

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.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.TryCreatePhysicallyBasedMaterials (renderable, dirPath, defaultMaterial, textureClient, scene)

Full Usage: PhysicallyBased.TryCreatePhysicallyBasedMaterials (renderable, dirPath, defaultMaterial, textureClient, scene)

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

Attempt to create physically-based material from an assimp scene. Thread-safe if renderable = false.

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

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