Nebula
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Lighting Namespace Reference

Detailed Description

The lighting subsystem allows for attaching light source functionality to a GraphicsEntityId.

It currently supports a deferred renderer, dynamic global and local shadows, as well as light probes which are used for dynamic or static environment reflections and irradiance.

Classes

struct  [struct].clusterState
struct  [struct].combineState
struct  [struct].lightServerState
struct  [struct].textureState
class  LightContext

Functions

 __ImplementContext (LightContext, LightContext::genericLightAllocator)
void 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  lightServerState
struct  clusterState
struct  combineState
struct  textureState

Function Documentation

◆ __ImplementContext()

Lighting::__ImplementContext ( LightContext ,
LightContext::genericLightAllocator  )

◆ CalculateCSMSplits()

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 )

Variable Documentation

◆ clusterState

struct Lighting::[struct].clusterState Lighting::clusterState

◆ combineState

struct Lighting::[struct].combineState Lighting::combineState

◆ lightServerState

struct Lighting::[struct].lightServerState Lighting::lightServerState

◆ textureState

struct Lighting::[struct].textureState Lighting::textureState