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Vector3 | GetColor (bool isLinear) const |
| Return light color in appropriate color space.
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Matrix4 | lightShapeMatrix_ |
| Matrix for light shape (aka light cookie).
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ea::array< Matrix4, MAX_CASCADE_SPLITS > | lightMatrices_ |
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unsigned | numLightMatrices_ {} |
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ea::array< float, MAX_LIGHT_SPLITS > | shadowNormalBias_ |
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ea::array< float, MAX_LIGHT_SPLITS > | shadowDepthBiasMultiplier_ {} |
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Texture2D * | shadowMap_ {} |
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Texture * | lightRamp_ {} |
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Texture * | lightShape_ {} |
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Vector3 | direction_ |
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Vector3 | position_ |
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float | inverseRange_ {} |
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Vector3 | effectiveColorInGammaSpace_ |
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Vector3 | effectiveColorInLinearSpace_ |
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float | effectiveSpecularIntensity_ {} |
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float | spotCutoff_ {} |
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float | inverseSpotCutoff_ {} |
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float | volumetricRadius_ {} |
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float | volumetricLength_ {} |
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Vector4 | shadowCubeAdjust_ |
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Vector4 | shadowDepthFade_ |
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Vector4 | shadowIntensity_ |
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Vector2 | shadowMapInvSize_ |
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Vector2 | shadowCubeUVBias_ |
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Vector4 | shadowSplitDistances_ |
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◆ direction_
Vector3 Urho3D::CookedLightParams::direction_ |
◆ lightMatrices_
ea::array<Matrix4, MAX_CASCADE_SPLITS> Urho3D::CookedLightParams::lightMatrices_ |
Shadow matrices for each split (for directional lights). Light matrix and shadow matrix (for spot lights). Light matrix (for point lights).
◆ shadowCubeAdjust_
Vector4 Urho3D::CookedLightParams::shadowCubeAdjust_ |
Shadow mapping parameters
The documentation for this struct was generated from the following file:
- Urho3D/RenderPipeline/LightProcessor.h