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lightcontext.cc File Reference
#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)

Variables

struct  Lighting::lightServerState
struct  Lighting::clusterState
struct  Lighting::combineState
struct  Lighting::textureState

Macro Definition Documentation

◆ CLUSTERED_LIGHTING_DEBUG

#define CLUSTERED_LIGHTING_DEBUG   0