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Nebula
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#include "lightcontext.h"#include "graphics/graphicsserver.h"#include "graphics/view.h"#include "graphics/cameracontext.h"#include "resources/resourceserver.h"#include "visibility/visibilitycontext.h"#include "clustering/clustercontext.h"#include "core/cvar.h"#include "util/occupancyquadtree.h"#include "dynui/im3d/im3dcontext.h"#include "debug/framescriptinspector.h"#include "materials/gpulang/materialtemplatesgpulang.h"#include "materials/materialloader.h"#include "graphics/globalconstants.h"#include "gpulang/render/system_shaders/shared.h"#include "gpulang/render/system_shaders/combine.h"#include "frame/default.h"#include "frame/shadows.h"Namespaces | |
| namespace | Lighting |
| The lighting subsystem allows for attaching light source functionality to a GraphicsEntityId. | |
Macros | |
| #define | CLUSTERED_LIGHTING_DEBUG 0 |
Functions | |
| Lighting::__ImplementContext (LightContext, LightContext::genericLightAllocator) | |
| void | Lighting::CalculateCSMSplits (const Graphics::GraphicsEntityId camera, const Math::vec3 lightDirection, const Util::FixedArray< float > &distances, Util::FixedArray< Math::mat4 > &projections, Util::FixedArray< Math::mat4 > &viewProjections, const float shadowTileSize, const Math::bbox &shadowRegion) |
| #define CLUSTERED_LIGHTING_DEBUG 0 |