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Molecular Vis
Improving perception of molecular visualization
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Class for a physically based brdf. Inspired by Disney's BRDF. More...
#include <PBRMaterial.h>
Public Member Functions | |
| PBRMaterial (std::shared_ptr< Shader > shader, glm::vec3 baseColor, float ambient, float metallic, float specular, float specularTint, float roughness, float anisotropic, float sheen, float sheenTint, float clearcoat, float clearcoatGloss) | |
| PBRMaterial (std::shared_ptr< Shader > shader, glm::vec3 baseColor) | |
| PBRMaterial (std::shared_ptr< Shader > shader, glm::vec3 baseColor, float metallic, float roughness) | |
| virtual void | setUniforms () |
Public Member Functions inherited from Material | |
| Material (std::shared_ptr< Shader > shader) | |
| virtual std::shared_ptr< Shader > | getShader () final |
Additional Inherited Members | |
Protected Attributes inherited from Material | |
| std::shared_ptr< Shader > | shader |
Class for a physically based brdf. Inspired by Disney's BRDF.
See https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
| PBRMaterial::PBRMaterial | ( | std::shared_ptr< Shader > | shader, |
| glm::vec3 | baseColor, | ||
| float | ambient, | ||
| float | metallic, | ||
| float | specular, | ||
| float | specularTint, | ||
| float | roughness, | ||
| float | anisotropic, | ||
| float | sheen, | ||
| float | sheenTint, | ||
| float | clearcoat, | ||
| float | clearcoatGloss | ||
| ) |
Constructs BRDF. For meaning of parameters see: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
| shader | Shader used to draw this material. |
| baseColor | |
| ambient | |
| metallic | |
| specular | |
| specularTint | |
| roughness | |
| anisotropic | |
| sheen | |
| sheenTint | |
| clearcoat | |
| clearcoatGloss |
| PBRMaterial::PBRMaterial | ( | std::shared_ptr< Shader > | shader, |
| glm::vec3 | baseColor | ||
| ) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
| PBRMaterial::PBRMaterial | ( | std::shared_ptr< Shader > | shader, |
| glm::vec3 | baseColor, | ||
| float | metallic, | ||
| float | roughness | ||
| ) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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virtual |
Sets all material related uniforms in the shader of this material.
Reimplemented from Material.