SLProject 4.0.000
SLPathtracer Member List

This is the complete list of members for SLPathtracer, including all inherited members.

_aaPixelsSLRaytracerprotected
_aaSamplesSLRaytracerprotected
_aaThresholdSLRaytracerprotected
_autoCalcTM3DSLGLTextureprotected
_BLSLRaytracerprotected
_bumpScaleSLGLTextureprotected
_bytesInFileSLGLTextureprotected
_bytesOnGPUSLGLTextureprotected
_bytesPerPixelSLGLTextureprotected
_calcDirectSLPathtracerprivate
_calcIndirectSLPathtracerprivate
_camSLRaytracerprotected
_compressedTextureSLGLTextureprotected
_deleteImageAfterBuildSLGLTextureprotected
_depthSLGLTextureprotected
_doContinuousSLRaytracerprotected
_doDistributedSLRaytracerprotected
_doFresnelSLRaytracerprotected
_EYESLRaytracerprotected
_gammaSLRaytracerprotected
_heightSLGLTextureprotected
_imagesSLGLTextureprotected
_internalFormatSLGLTextureprotected
_keyboardDeltaPosSLEventHandlerprotected
_LASLRaytracerprotected
_LRSLRaytracerprotected
_LUSLRaytracerprotected
_mag_filterSLGLTextureprotected
_maxDepthSLRaytracerprotected
_min_filterSLGLTextureprotected
_mouseRotationFactorSLEventHandlerprotected
_mutexSLGLTextureprotected
_nameSLObjectprotected
_needsUpdateSLGLTextureprotected
_nextLineSLRaytracerprotected
_oneOverGammaSLRaytracerprotected
_progressPCSLRaytracerprotected
_pxSizeSLRaytracerprotected
_raysPerMSSLRaytracerprotected
_renderSecSLRaytracerprotected
_resizeToPow2SLGLTextureprotected
_resolutionFactorSLRaytracerprotected
_stateSLRaytracerprotected
_svSLRaytracerprotected
_targetSLGLTextureprotected
_texIDSLGLTextureprotected
_texTypeSLGLTextureprotected
_tmSLGLTextureprotected
_urlSLObjectprotected
_uvIndexSLGLTextureprotected
_vaoSpriteSLGLTextureprotected
_widthSLGLTextureprotected
_wrap_sSLGLTextureprotected
_wrap_tSLGLTextureprotected
aaSamples(SLint samples)SLRaytracerinline
aaSamples() constSLRaytracerinline
aaThreshold() constSLRaytracerinline
autoCalcTM3D() constSLGLTextureinline
bindActive(SLuint texUnit=0)SLGLTexture
build(SLint texUnit)SLGLTexturevirtual
build2DMipmaps(SLint target, SLuint index)SLGLTexture
bumpScale(SLfloat bs)SLGLTextureinline
bumpScale() constSLGLTextureinline
bytesInFile()SLGLTextureinline
bytesOnGPU()SLGLTextureinline
bytesPerPixel()SLGLTextureinline
calc3DGradients(SLint sampleRadius, const function< void(int)> &onUpdateProgress)SLGLTexture
calcDirect(SLbool di)SLPathtracerinline
calcDirect() constSLPathtracerinline
calcIndirect(SLbool ii)SLPathtracerinline
calcIndirect() constSLPathtracerinline
copyVideoImage(SLint camWidth, SLint camHeight, CVPixelFormatGL glFormat, SLuchar *data, SLbool isContinuous, SLbool isTopLeft)SLGLTexture
copyVideoImage(SLint camWidth, SLint camHeight, CVPixelFormatGL srcFormat, CVPixelFormatGL dstFormat, SLuchar *data, SLbool isContinuous, SLbool isTopLeft)SLGLTexture
cubeUV2XYZ(SLint index, SLfloat u, SLfloat v, SLfloat &x, SLfloat &y, SLfloat &z)SLGLTexture
cubeXYZ2UV(SLfloat x, SLfloat y, SLfloat z, SLint &index, SLfloat &u, SLfloat &v)SLGLTexture
deleteData()SLGLTexture
deleteDataGpu()SLGLTexture
deleteImageAfterBuild(SLbool delImg)SLGLTextureinline
deleteImages()SLGLTexture
depth()SLGLTextureinline
detectType(const SLstring &filename)SLGLTexturestatic
doContinuous(SLbool cont)SLRaytracerinline
doContinuous() constSLRaytracerinline
doDistributed(SLbool distrib)SLRaytracerinline
doDistributed() constSLRaytracerinline
doFresnel(SLbool fresnel)SLRaytracerinline
doFresnel() constSLRaytracerinline
drawSprite(SLbool doUpdate, SLfloat x, SLfloat y, SLfloat w, SLfloat h)SLGLTexture
dudv(SLfloat u, SLfloat v)SLGLTexture
filterString(SLint glFilter)SLGLTexture
fogBlend(SLfloat z, SLCol4f color)SLRaytracer
fullUpdate()SLGLTexture
gamma(SLfloat g)SLRaytracerinline
gamma() constSLRaytracerinline
getAAPixels()SLRaytracer
getTexelf(SLfloat u, SLfloat v, SLuint imgIndex=0)SLGLTexture
getTexelf(const SLVec3f &cubemapDir)SLGLTexture
hasAlpha()SLGLTextureinline
height()SLGLTextureinline
images()SLGLTextureinline
initStats(SLint depth)SLRaytracervirtual
internalFormatStr(int internalFormat)SLGLTexturestatic
isTexture()SLGLTextureinline
load(const SLstring &filename, SLbool flipVertical=true, SLbool loadGrayscaleIntoAlpha=false)SLGLTextureprotected
load(const SLVCol4f &colors)SLGLTextureprotected
magFiler(SLint magF)SLGLTextureinline
magnificationFilterName()SLGLTextureinline
maxAnisotropySLGLTexturestatic
maxDepth(SLint depth)SLRaytracerinline
maxDepth() constSLRaytracerinline
minFiler(SLint minF)SLGLTextureinline
minificationFilterName()SLGLTextureinline
mouseRotationFactor(SLfloat rf)SLEventHandlerinline
mouseRotationFactor()SLEventHandlerinline
name(const SLstring &Name)SLObjectinline
name() constSLObjectinline
needsUpdate(SLbool update)SLGLTextureinline
needsUpdate()SLGLTextureinline
numThreads()SLRaytracerinlinestatic
onDoubleClick(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
oneOverGamma() constSLRaytracerinline
onKeyPress(const SLKey key, const SLKey mod)SLEventHandlerinlinevirtual
onKeyRelease(const SLKey key, const SLKey mod)SLEventHandlerinlinevirtual
onMouseDown(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseMove(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseUp(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseWheel(const SLint delta, const SLKey mod)SLEventHandlerinlinevirtual
onRotationPYR(const SLfloat pitchRAD, const SLfloat yawRAD, const SLfloat rollRAD)SLEventHandlerinlinevirtual
onTouch2Down(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch2Move(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch2Up(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch3Down(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
onTouch3Move(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
onTouch3Up(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
prepareImage()SLRaytracervirtual
printStats(SLfloat sec)SLRaytracervirtual
progressPC() constSLRaytracerinline
raysPerMS()SLRaytracerinline
render(SLSceneView *sv)SLPathtracer
renderClassic(SLSceneView *sv)SLRaytracer
renderDistrib(SLSceneView *sv)SLRaytracer
renderImage(bool updateTextureGL)SLRaytracervirtual
renderSec() constSLRaytracerinline
renderSlices(bool isMainThread, SLint currentSample, SLuint threadNum)SLPathtracer
SLRaytracer::renderSlices(bool isMainThread, SLuint threadNum)SLRaytracer
renderSlicesMS(bool isMainThread, SLuint threadNum)SLRaytracer
renderUIBeforeUpdate()SLRaytracer
resolutionFactor(SLfloat rf)SLRaytracerinline
resolutionFactor() constSLRaytracerinline
resolutionFactorPC() constSLRaytracerinline
sampleAAPixels(bool isMainThread, SLuint threadNum)SLRaytracer
saveImage()SLPathtracervirtual
setPrimaryRay(SLfloat x, SLfloat y, SLRay *primaryRay)SLRaytracer
shade(SLRay *ray, SLCol4f *mat)SLPathtracer
SLRaytracer::shade(SLRay *ray)SLRaytracer
SLEventHandler()SLEventHandlerinline
SLGLTexture()SLGLTexture
SLGLTexture(SLAssetManager *assetMgr, const SLVCol4f &colors, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, const SLstring &name="2D-Texture")SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, SLint min_filter, SLint mag_filter, SLint wrapS, SLint wrapT, SLenum target=GL_TEXTURE_2D)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, unsigned char *data, int width, int height, int cvtype, SLint min_filter, SLint mag_filter, SLTextureType type, SLint wrapS, SLint wrapT)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLstring &imageFilename, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLVstring &imageFilenames, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT, const SLstring &name="3D-Texture", SLbool loadGrayscaleIntoAlpha=false)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, SLint depth, const SLstring &imageFilename, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT, const SLstring &name="3D-Texture", SLbool loadGrayscaleIntoAlpha=false)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLstring &imageFilenameXPos, const SLstring &imageFilenameXNeg, const SLstring &imageFilenameYPos, const SLstring &imageFilenameYNeg, const SLstring &imageFilenameZPos, const SLstring &imageFilenameZNeg, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown)SLGLTexture
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
SLPathtracer()SLPathtracer
SLRaytracer()SLRaytracer
smooth3DGradients(SLint smoothRadius, function< void(int)> onUpdateProgress)SLGLTexture
state(SLRTState state)SLRaytracerinline
state() constSLRaytracerinline
target() constSLGLTextureinline
texID() constSLGLTextureinline
textureSize(int width, int height)SLGLTextureinline
texType(SLTextureType bt)SLGLTextureinline
texType()SLGLTextureinline
tm()SLGLTextureinline
totalNumBytesOnGPUSLGLTexturestatic
trace(SLRay *ray, SLbool em)SLPathtracer
SLRaytracer::trace(SLRay *ray)SLRaytracer
typeName()SLGLTexture
typeShortName()SLGLTexture
url(const SLstring &url)SLObjectinline
url() constSLObjectinline
uvIndex(SLbyte i)SLGLTextureinline
uvIndex()SLGLTextureinline
width()SLGLTextureinline
~SLEventHandler()SLEventHandlerinlinevirtual
~SLGLTexture() overrideSLGLTexture
~SLObject()SLObjectinlinevirtual
~SLPathtracer()SLPathtracerinline
~SLRaytracer() overrideSLRaytracer