PBRBackgroundGUI

PBRBackgroundGUI provides a PBR background loaded from PNG or JPEG images. It's very practical while in development because it let's you reload the six images used with the press of ENTER. The path of each of these images (given as a template parameter) must be in your "stringImportPaths" settings.

class PBRBackgroundGUI : GUIGraphics (
string baseColorPath
string emissivePath
string materialPath
string depthPath
string skyboxPath
string absoluteGfxDirectory
) {}

Destructor

A destructor is present on this object, but not explicitly documented in the source.

Inherited Members

From GUIGraphics

WindowListener
class WindowListener
setUpdateMargin
void setUpdateMargin(int margin = 20)

Tune this to tune the trade-off between light quality and speed. The default value was tuned by hand on very shiny light sources. Too high and processing becomes more expensive. Too little and the ligth decay doesn't feel natural.

_rectsToUpdateDisjointedRaw
Vec!box2i _rectsToUpdateDisjointedRaw;
_rectsToUpdateDisjointedPBR
Vec!box2i _rectsToUpdateDisjointedPBR;

The list of areas to be redrawn at the Raw and PBR levels (composited). These are accumulated over possibly several calls of recomputeDirtyRects and cleared by a call to onDraw. Other lists of areas are purely derived from _rectsToUpdateDisjointedRaw and _rectsToUpdateDisjointedPBR.

_elemsToDrawRaw
Vec!UIElement _elemsToDrawRaw;

The list of UIElement to potentially call onDrawPBR on.

_elemsToDrawPBR
Vec!UIElement _elemsToDrawPBR;

The list of UIElement to potentially call onDrawPBR on.

_updateMargin
int _updateMargin;

Amount of pixels dirty rectangles are extended with.

_compositedBuffer
ubyte* _compositedBuffer;

The composited buffer, before the Raw layer is applied.

_renderedBuffer
ubyte* _renderedBuffer;

The final rendered framebuffer. This is copied from _renderedBuffer, then Raw layer is drawn on top.

redrawElementsRaw
void redrawElementsRaw()

Draw the Raw layer of UIElement widgets

redrawElementsPBR
void redrawElementsPBR()

Draw the PBR layer of UIElement widgets

compositeGUI
void compositeGUI(ImageRef!RGBA wfb, WindowPixelFormat pf)

Compose lighting effects from depth and diffuse into a result. takes output image and non-overlapping areas as input Useful multithreading code.

regenerateMipmaps
void regenerateMipmaps()

Compose lighting effects from depth and diffuse into a result. takes output image and non-overlapping areas as input Useful multithreading code.

Meta