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Nebula
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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 |
| 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 ) |
| struct Lighting::[struct].clusterState Lighting::clusterState |
| struct Lighting::[struct].combineState Lighting::combineState |
| struct Lighting::[struct].lightServerState Lighting::lightServerState |
| struct Lighting::[struct].textureState Lighting::textureState |