addTexture(Texture *tex) | Shader | |
bumpCoefficient() const | Shader | [inline] |
bumpTexture() const | Shader | |
CookTorranceShader(Scene *scene, RGBAColor color, float ka, float kd, float ks, float slope=0.12f, float lambda=0.2f) | CookTorranceShader | [inline] |
distribution(const Vec3f &normal, const Vec3f &Halfway) const | CookTorranceShader | [inline, private] |
fresnel(const Vec3f &Halfway, const Vec3f &LightDir) const | CookTorranceShader | [inline, private] |
geometry(const Vec3f &normal, const Vec3f &Halfway, const Vec3f &LightDir, const Vec3f &ViewDir) const | CookTorranceShader | [inline, private] |
mBumpCoeff | Shader | [protected] |
mBumpTexture | Shader | [protected] |
mColor | CookTorranceShader | [private] |
mKa | CookTorranceShader | [private] |
mKd | CookTorranceShader | [private] |
mKs | CookTorranceShader | [private] |
mLambda | CookTorranceShader | [private] |
mScene | Shader | [protected] |
mSlope | CookTorranceShader | [private] |
mTextures | Shader | [protected] |
normal(const Ray &ray) const | Shader | |
removeTexture(Texture *tex) | Shader | |
setBumpCoefficient(const float f) | Shader | [inline] |
setBumpTexture(Texture *tex) | Shader | |
shade(const Ray &ray) const | CookTorranceShader | [inline, virtual] |
Shader(Scene *scene) | Shader | |
texture(unsigned int i) const | Shader | |
textureCount() const | Shader | |
~Shader() | Shader | [inline, virtual] |