Expand description
Physically Based Rendering (PBR) material system.
Provides PbrMaterial, material presets, a material cache, and GLSL uniform
block generation. Sub-modules contain the full BRDF library, atmospheric
rendering math, and environment probe / global-illumination helpers.
Modules§
- atmosphere
- Atmospheric and environmental rendering mathematics.
- brdf
- Complete BRDF (Bidirectional Reflectance Distribution Function) library.
- probe
- Environment probes and global illumination helpers.
Structs§
- Glsl
Material Block - Generates GLSL source code for a
uniformblock that matches the layout of aPbrMaterial. Use this to keep CPU-side structs and shaders in sync. - Material
Cache - Content-addressable, LRU-evicting cache for
PbrMaterialvalues. - Material
Key - A hash key derived from the content of a
PbrMaterial. Two materials that are structurally identical produce the same key. - Material
Preset - Factory methods that return physically plausible
PbrMaterialpresets for common real-world materials. All values are based on measured data where available. - PbrMaterial
- Complete physically based rendering material definition.
- Texture
Handle - Opaque handle to a GPU texture resource. The renderer back-end maps this integer to an actual texture object.
Enums§
- Alpha
Mode - Controls how the alpha component of
albedois interpreted.