Toast Engine
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toast::IrradianceVolume Class Reference

A box filled with a regular grid of probes storing the light arriving at each point. More...

#include <irradiance_volume.hpp>

Inheritance diagram for toast::IrradianceVolume:
Collaboration diagram for toast::IrradianceVolume:

Public Member Functions

auto extents () const noexcept -> const glm::vec3 &
auto spacing () const noexcept -> float
auto intensity () const noexcept -> float
auto probeCounts () const noexcept -> glm::uvec3
auto probeCount () const noexcept -> uint32_t
Public Member Functions inherited from toast::Node3D
auto raycast (glm::vec3 dir, glm::vec3 offset=glm::vec3(0.0f), float max_distance=-1.0f, bool ignore_self=true, const std::vector< int > &layers=std::vector< int > {}) const -> std::optional< physics::RayHit >
 The nearest thing a ray from this node hits.
auto raymulticast (glm::vec3 dir, glm::vec3 offset=glm::vec3(0.0f), float max_distance=-1.0f, int max_hits=-1, bool ignore_self=true, const std::vector< int > &layers=std::vector< int > {}) const -> std::vector< physics::RayHit >
 Up to max_hits things collisions.
auto linecast (glm::vec3 from, glm::vec3 to, int max_hits=-1, bool ignore_self=true, const std::vector< int > &layers=std::vector< int > {}) const -> std::vector< physics::RayHit >
 Everything on the line between two points, nearest to from first.
void lookAt (glm::vec3 target, glm::vec3 up={0.0f, 0.0f, 1.0f})
 Orients the node so its forward axis points at a world-space target.
void lookAtZ (glm::vec3 target)
 lookAt() constrained to the XY plane; the node faces the target with no roll
auto up () const -> glm::vec3
auto forward () const -> glm::vec3
void syncTransform () const
void syncWorldTransform () const
void refreshTransformParent ()
auto getTransform () const noexcept -> const glm::mat4 &
auto getWorldTransform () const noexcept -> const glm::mat4 &
virtual void onEditorTransformChanged ()
Public Member Functions inherited from toast::Node
auto uid () const noexcept -> const UID &
 Stable unique identifier, assigned at construction or deserialization. Never changes.
auto rid () const noexcept -> std::uintptr_t
 Runtime identifier for this node, guaranteed to be unique but changes every time.
auto name () const noexcept -> std::string_view
 Display name. Siblings may share one - this is not an identifier.
void name (std::string_view name) noexcept
 Sets the display name.
auto enabled () const noexcept -> bool
 Whether this node is currently active.
auto participatesIn (NodeOwnerParticipation use) const noexcept -> bool
auto owner () const noexcept -> INodeOwner *
 The World or Workspace this node belongs to.
void enabled (bool value) noexcept
 Sets the local enabled flag and propagates the change to all children.
auto box () const noexcept -> Box< Node >
 Returns an owning handle to this node.
auto info () const -> const NodeInfo *
 Reflection metadata registered by the code generator.
auto sourcePrefab () const noexcept -> const assets::Handle< assets::Prefab > &
 The prefab this node was instantiated from.
auto isInstanceRoot () const noexcept -> bool
 Whether this node is the root of a prefab instance.
auto root () const noexcept -> Box< Node >
 The topmost ancestor that is not the world root.
auto state () const noexcept -> NodeState
auto type () const noexcept -> NodeType
auto listener () noexcept -> event::Listener &
 The event Listener owned by this node. Lazy-allocated, freed only with the node.
auto parent () noexcept -> Box< Node >
 The immediate parent of this node.
auto children () const noexcept -> const std::vector< Box< Node > > &
 The ordered list of direct children.
auto childrenSnapshot () const -> std::vector< Box< Node > >
auto create (std::string_view type="toast::Node") noexcept -> Box< Node >
 Creates a new child node of the given type and attaches it to this node.
auto spawn (UID uid) noexcept -> Box< Node >
 Asynchronously instantiates a prefab as a child of this node.
auto spawn (std::string_view uri) noexcept -> Box< Node >
 Asynchronously instantiates a prefab as a child of this node.
auto find (std::string_view query) -> Box< Node >
 Depth-first search for a single descendant.
auto find (const UID &uid) -> Box< Node >
 Looks up a node by UID within this node's local root.
auto search (std::string_view query) -> std::vector< Box< Node > >
 Depth-first search for all matching descendants.
auto childrenOfType (const NodeInfo *type) const -> std::vector< Box< Node > >
auto searchType (const NodeInfo *type) const -> std::vector< Box< Node > >
void addDependsOn (Node &other)
void removeDependsOn (Node &other)
void interactsWith (Node &other)
 Declares that the scripts of this node and of other call each other.
auto scriptRuntime () noexcept -> scripting::ScriptRuntime *
auto hasTickFunction (TickFunctionList mask) const noexcept -> bool
auto scriptVm (TickFunctionList func) const noexcept -> std::optional< size_t >
 The interpreter this node runs Lua on while it executes func, empty when it runs none.
auto scriptVmAny () const noexcept -> std::optional< size_t >
 The interpreter the scripts of this node live on whatever phase they define.
auto hasCallable (std::string_view name) const noexcept -> bool
void reloadScripts () noexcept
 Rebuilds the script runtime after a script asset changed (hot reload or attach).
auto scripts () const noexcept -> const std::vector< assets::Handle< assets::Script > > &
void setScripts (std::vector< assets::Handle< assets::Script > > scripts) noexcept
void addScript (const assets::Handle< assets::Script > &script) noexcept
template<typename R = void, typename... Args>
auto call (std::string_view name, Args &&... args) -> R
 Invokes all C++ reflected implementations of name (base→derived) and all same-named Lua functions across every attached script, forwarding args.
template<typename T>
auto get (std::string_view name) const -> T
 Reads a named value: reflected C++ field first, then the first matching Lua instance variable.
template<typename T>
void set (std::string_view name, const T &value)
 Writes a named value: reflected C++ field if present and every Lua instance variable of that name that already exists.
auto isRecursivePrefab () const noexcept -> bool

Additional Inherited Members

Public Attributes inherited from toast::Node3D
glm::vec3 position = glm::vec3(0.0f)
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f)
glm::vec3 scale = glm::vec3(1.0f)
glm::vec3 world_position = glm::vec3(0.0f)
glm::quat world_rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f)
glm::vec3 world_scale = glm::vec3(1.0f)
Public Attributes inherited from toast::Node
signals::Signal< Box< Node > > on_enable
signals::Signal< Box< Node > > on_disable
signals::Signal< Box< Node > > on_begin
signals::Signal< Box< Node > > on_end
Static Public Attributes inherited from toast::Node3D
static const glm::vec3 world_up = {0.0f, 0.0f, 1.0f}
static const glm::vec3 world_forward = {0.0f, 1.0f, 0.0f}
 Z axis.
static const glm::vec3 world_right = {1.0f, 0.0f, 0.0f}
 Y axis.
Protected Member Functions inherited from toast::Node3D
void init ()
 X axis.
Protected Member Functions inherited from toast::Node
virtual void onReflectedFieldChanged (std::string_view)
virtual void onScriptsReloaded ()
virtual void onScriptsReloading ()
virtual auto luaAffinity () const noexcept -> std::optional< size_t >
virtual void onScriptVarChanged (std::string_view path)
virtual void updateInspectorMessages ()
void addInspectorMessage (const NodeMessage &message)
void removeInspectorMessage (const NodeMessage &message)
Protected Attributes inherited from toast::Node
INodeOwner * m_owner = nullptr

Detailed Description

A box filled with a regular grid of probes storing the light arriving at each point.

Image-based lighting lights a surface from an environment that is infinitely distant by construction, so it has no idea what is standing next to what. A red wall never tints the floor beside it, a doorway throws no light into the room behind it, and an interior lit through one window is uniformly flat. Reflection probes improve the specular half of that and carry a room's own radiance, but only where an artist placed one and only as a single point of view

A volume covers a whole space instead. Each probe stores the irradiance arriving at its position as spherical harmonics - four coefficients per colour channel, which is enough for diffuse - and a surface inside the volume interpolates the eight probes around it. That is what makes indirect light vary across a room rather than being one flat ambient value

Note
Baked, not dynamic. Nothing here responds to a light moving or a door opening; that is DDGI, and it needs ray tracing to be practical. The storage and the shading lookup are deliberately identical either way, so swapping the bake for a live update later touches only the bake

Member Function Documentation

◆ extents()

auto toast::IrradianceVolume::extents ( ) const -> const glm::vec3 &
inlinenodiscardnoexcept
Returns
half-extents of the box the probe grid fills

◆ probeCount()

auto toast::IrradianceVolume::probeCount ( ) const -> uint32_t
inlinenodiscardnoexcept
Returns
how many probes this volume bakes

◆ probeCounts()

auto toast::IrradianceVolume::probeCounts ( ) const -> glm::uvec3
inlinenodiscardnoexcept
Returns
probe count along each axis, at least 2 so trilinear interpolation always has a cell
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◆ spacing()

auto toast::IrradianceVolume::spacing ( ) const -> float
inlinenodiscardnoexcept
Returns
distance between neighbouring probes, in world units
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The documentation for this class was generated from the following files: