Rebel Fork Framework
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Light processor callback. More...
#include <Urho3D/RenderPipeline/RenderPipelineDefs.h>
Public Member Functions | |
virtual | ~LightProcessorCallback () |
Destruct. | |
virtual bool | IsLightShadowed (Light *light)=0 |
Return whether light needs shadow. | |
virtual unsigned | GetShadowMapSize (Light *light, unsigned numActiveSplits) const =0 |
Return best shadow map size for given light. Should be safe to call from multiple threads. | |
virtual ShadowMapRegion | AllocateTransientShadowMap (const IntVector2 &size)=0 |
Allocate shadow map for one frame. | |
Light processor callback.