PhysicallyBased Module
Types
Type | Description |
Functions and values
Function or value | Description |
Full Usage:
PhysicallyBased.AnimatedBoneIdsOffset
Returns: int
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Full Usage:
PhysicallyBased.AnimatedNormalOffset
Returns: int
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Full Usage:
PhysicallyBased.AnimatedTexCoordsOffset
Returns: int
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Full Usage:
PhysicallyBased.AnimatedVertexSize
Returns: int
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Full Usage:
PhysicallyBased.AnimatedWeightsOffset
Returns: int
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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:
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
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedAnimatedGeometries (renderable, scene)
Parameters:
bool
scene : Scene
Returns: PhysicallyBasedGeometry SList
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedAnimatedGeometry (renderable, primitiveType, vertexData, indexData, bounds)
Parameters:
bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedAnimatedGeometryFromMesh (renderable, indexData, mesh)
Parameters:
bool
indexData : int[]
mesh : Mesh
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedAnimatedVao ()
Parameters:
unit
Returns: uint32
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedBillboard renderable
Parameters:
bool
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedBillboardMesh ()
Parameters:
unit
Returns: float32[] * int array * Box3
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedBuffers geometryViewport
Parameters:
Viewport
Returns: PhysicallyBasedBuffers
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedCube renderable
Parameters:
bool
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedCubeMesh ()
Parameters:
unit
Returns: float32[] * int array * Box3
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredAmbientShader lightMapsMax shaderFilePath
Parameters:
int
shaderFilePath : string
Returns: PhysicallyBasedDeferredAmbientShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredColoringShader shaderFilePath
Parameters:
string
Returns: PhysicallyBasedDeferredColoringShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredCompositionShader shaderFilePath
Parameters:
string
Returns: PhysicallyBasedDeferredCompositionShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredEnvironmentFilterShader lightMapsMax shaderFilePath
Parameters:
int
shaderFilePath : string
Returns: PhysicallyBasedDeferredEnvironmentFilterShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredIrradianceShader shaderFilePath
Parameters:
string
Returns: PhysicallyBasedDeferredIrradianceShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredLightMappingShader lightMapsMax shaderFilePath
Parameters:
int
shaderFilePath : string
Returns: PhysicallyBasedDeferredLightMappingShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredLightingShader lightsMax shaderFilePath
Parameters:
int
shaderFilePath : string
Returns: PhysicallyBasedDeferredLightingShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedDeferredSsaoShader shaderFilePath
Parameters:
string
Returns: PhysicallyBasedDeferredSsaoShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedMaterial (renderable, dirPath, defaultMaterial, textureClient, material)
Parameters:
bool
dirPath : string
defaultMaterial : PhysicallyBasedMaterial
textureClient : TextureClient
material : Material
Returns: PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedParticleMesh ()
Parameters:
unit
Returns: float32[] * int array * Box3
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedQuad renderable
Parameters:
bool
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedQuadMesh ()
Parameters:
unit
Returns: float32[] * int array * Box3
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedShader lightMapsMax lightsMax shaderFilePath
Parameters:
int
lightsMax : int
shaderFilePath : string
Returns: PhysicallyBasedShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedShaders (lightMapsMax, lightsMax)
Parameters:
int
lightsMax : int
Returns: PhysicallyBasedShaders
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedStaticGeometries (renderable, scene)
Parameters:
bool
scene : Scene
Returns: PhysicallyBasedGeometry SList
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedStaticGeometry (renderable, primitiveType, vertexData, indexData, bounds)
Parameters:
bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedStaticGeometryFromMesh (renderable, indexData, mesh)
Parameters:
bool
indexData : int[]
mesh : Mesh
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedStaticVao ()
Parameters:
unit
Returns: uint32
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedSurface (surfaceNames, surfaceMetadata, surfaceMatrix, surfaceBounds, properties, material, materialIndex, geometry)
Parameters:
string array
surfaceMetadata : Matrix4x4
surfaceMatrix : Box3
surfaceBounds : PhysicallyBasedMaterialProperties
properties : PhysicallyBasedMaterial
material : int
materialIndex : Node
geometry : PhysicallyBasedGeometry
Returns: PhysicallyBasedSurface
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedTerrainGeometry (renderable, primitiveType, vertexData, indexData, bounds)
Parameters:
bool
primitiveType : PrimitiveType
vertexData : Memory<single>
indexData : Memory<int>
bounds : Box3
Returns: PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedTerrainShader shaderFilePath
Parameters:
string
Returns: PhysicallyBasedDeferredTerrainShader
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Full Usage:
PhysicallyBased.CreatePhysicallyBasedTerrainVao ()
Parameters:
unit
Returns: uint32
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Full Usage:
PhysicallyBased.DestroyPhysicallyBasedBuffers buffers
Parameters:
PhysicallyBasedBuffers
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Full Usage:
PhysicallyBased.DestroyPhysicallyBasedGeometry geometry
Parameters:
PhysicallyBasedGeometry
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Full Usage:
PhysicallyBased.DestroyPhysicallyBasedModel model
Parameters:
PhysicallyBasedModel
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Full Usage:
PhysicallyBased.DestroyPhysicallyBasedShaders shaders
Parameters:
PhysicallyBasedShaders
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Full Usage:
PhysicallyBased.DrawFilterBilateralDownSampleSurface (colorTexture, depthTexture, geometry, shader, vao)
Parameters:
Texture
depthTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterBilateralDownSampleShader
vao : uint
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Full Usage:
PhysicallyBased.DrawFilterBilateralUpSampleSurface (colorDownSampledTexture, depthDownSampledTexture, depthTexture, geometry, shader, vao)
Parameters:
Texture
depthDownSampledTexture : Texture
depthTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterBilateralUpSampleShader
vao : uint
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Full Usage:
PhysicallyBased.DrawFilterBoxSurface (inputTexture, geometry, shader, vao)
Parameters:
Texture
geometry : PhysicallyBasedGeometry
shader : FilterBoxShader
vao : uint
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Full Usage:
PhysicallyBased.DrawFilterFxaaSurface (inputTexture, geometry, shader, vao)
Parameters:
Texture
geometry : PhysicallyBasedGeometry
shader : FilterFxaaShader
vao : uint
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Full Usage:
PhysicallyBased.DrawFilterGaussianSurface (scale, inputTexture, geometry, shader, vao)
Parameters:
Vector2
inputTexture : Texture
geometry : PhysicallyBasedGeometry
shader : FilterGaussianShader
vao : uint
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredAmbientSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, lightMappingTexture, lightMapAmbientColor, lightMapAmbientBrightness, lightMapAmbientColors, lightMapAmbientBrightnesses, geometry, shader, vao)
Parameters:
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
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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:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredCompositionSurface (eyeCenter, viewInverse, projectionInverse, fogEnabled, fogStart, fogFinish, fogColor, depthTexture, colorTexture, fogAccumTexture, geometry, shader, vao)
Parameters:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredEnvironmentFilterSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, materialTexture, normalPlusTexture, lightMappingTexture, environmentFilterMap, environmentFilterMaps, lightMapOrigins, lightMapMins, lightMapSizes, geometry, shader, vao)
Parameters:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredIrradianceSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMappingTexture, irradianceMap, irradianceMaps, geometry, shader, vao)
Parameters:
Vector3
viewInverse : single array
projectionInverse : single array
depthTexture : Texture
normalPlusTexture : Texture
lightMappingTexture : Texture
irradianceMap : Texture
irradianceMaps : Texture array
geometry : PhysicallyBasedGeometry
shader : PhysicallyBasedDeferredIrradianceShader
vao : uint
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredLightMappingSurface (eyeCenter, viewInverse, projectionInverse, depthTexture, normalPlusTexture, lightMapOrigins, lightMapMins, lightMapSizes, lightMapsCount, geometry, shader, vao)
Parameters:
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
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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:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredSsaoSurface (eyeCenter, view, viewInverse, projection, projectionInverse, viewProjection, depthTexture, normalPlusTexture, ssaoResolution, ssaoIntensity, ssaoBias, ssaoRadius, ssaoDistanceMax, ssaoSampleCount, geometry, shader, vao)
Parameters:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDeferredSurfaces (batchPhase, view, projection, viewProjection, bones, eyeCenter, surfacesCount, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, material, geometry, shader, vao, vertexSize)
Parameters:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedDepthSurfaces (batchPhase, eyeCenter, view, projection, viewProjection, bones, surfacesCount, instanceFields, lightShadowExponent, material, geometry, shader, vao, vertexSize)
Parameters:
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
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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:
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
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Full Usage:
PhysicallyBased.DrawPhysicallyBasedTerrain (view, projection, viewProjection, eyeCenter, instanceFields, lightShadowSamples, lightShadowBias, lightShadowSampleScalar, lightShadowExponent, lightShadowDensity, elementsCount, materials, geometry, shader, vao)
Parameters:
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
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Full Usage:
PhysicallyBased.EndPhysicallyBasedForwardShader (arg1, arg2)
Parameters:
PhysicallyBasedShader
arg1 : uint
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Full Usage:
PhysicallyBased.StaticNormalOffset
Returns: int
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Full Usage:
PhysicallyBased.StaticTexCoordsOffset
Returns: int
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Full Usage:
PhysicallyBased.StaticVertexSize
Returns: int
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Full Usage:
PhysicallyBased.TerrainBlends2Offset
Returns: int
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Full Usage:
PhysicallyBased.TerrainBlendsOffset
Returns: int
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Full Usage:
PhysicallyBased.TerrainNormalOffset
Returns: int
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Full Usage:
PhysicallyBased.TerrainTexCoordsOffset
Returns: int
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Full Usage:
PhysicallyBased.TerrainTintOffset
Returns: int
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Full Usage:
PhysicallyBased.TerrainVertexSize
Returns: int
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Full Usage:
PhysicallyBased.TryCreatePhysicallyBasedMaterials (renderable, dirPath, defaultMaterial, textureClient, scene)
Parameters:
bool
dirPath : string
defaultMaterial : PhysicallyBasedMaterial
textureClient : TextureClient
scene : Scene
Returns: Either<'a, (PhysicallyBasedMaterialProperties * PhysicallyBasedMaterial) array>
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