Nebula
|
#include "lightcontext.h"
#include "graphics/graphicsserver.h"
#include "graphics/view.h"
#include "graphics/cameracontext.h"
#include "csmutil.h"
#include "resources/resourceserver.h"
#include "visibility/visibilitycontext.h"
#include "clustering/clustercontext.h"
#include "core/cvar.h"
#include "dynui/im3d/im3dcontext.h"
#include "debug/framescriptinspector.h"
#include "materials/materialtemplates.h"
#include "materials/materialloader.h"
#include "graphics/globalconstants.h"
#include "system_shaders/shared.h"
#include "system_shaders/lights_cluster.h"
#include "system_shaders/combine.h"
#include "system_shaders/csmblur.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) | |
#define CLUSTERED_LIGHTING_DEBUG 0 |