Accumulated light for forward rendering.
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#include <Urho3D/RenderPipeline/LightAccumulator.h>
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using | LightData = ea::pair< float, unsigned > |
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using | LightContainer = ea::fixed_vector< LightData, NumElements > |
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using | VertexLightContainer = ea::array< unsigned, MaxVertexLights > |
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void | ResetLights () |
| Reset lights.
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void | AccumulateLight (const LightAccumulatorContext &ctx, Drawable *geometry, LightImportance lightImportance, unsigned lightIndex, float penalty) |
| Accumulate light.
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void | Cook () |
| Cook light if necessary.
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VertexLightContainer | GetVertexLights () const |
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ea::span< const LightData > | GetPixelLights () const |
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unsigned | GetVertexLightsHash () const |
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static const unsigned | MaxPixelLights = 4 |
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static const unsigned | MaxVertexLights = 4 |
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static const unsigned | NumElements = ea::max(MaxPixelLights + 1, 4u) + MaxVertexLights |
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LightContainer | lights_ |
| Container with per-pixel and per-vertex lights.
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unsigned | numImportantLights_ {} |
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unsigned | numAutoLights_ {} |
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unsigned | firstVertexLight_ {} |
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unsigned | vertexLightsHash_ {} |
| Hash of vertex lights. Non-zero.
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Accumulated light for forward rendering.
◆ GetVertexLights()
VertexLightContainer Urho3D::LightAccumulator::GetVertexLights |
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const |
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Return light info, valid after cooking
◆ MaxPixelLights
const unsigned Urho3D::LightAccumulator::MaxPixelLights = 4 |
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Hints used for small buffer optimization
The documentation for this struct was generated from the following file:
- Urho3D/RenderPipeline/LightAccumulator.h