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eve::graphics::Light3D::Data结构体 参考

Data public API. 更多...

#include <Light.h>

Public 属性

std::string type = "point"
 
float x = 0.f
 
float y = 0.f
 
float z = 0.f
 
float dx = 0.4f
 
float dy = 1.f
 
float dz = 0.3f
 
float r = 1.f
 
float g = 1.f
 
float b = 1.f
 
float intensity = 1.f
 
float radius = 8.f
 
float spotAngleDeg = 30.f
 Spot outer half-angle in degrees (ignored for point/dir).
 
float spotSoftness = 0.35f
 Spot penumbra in [0, 1] (ignored for point/dir).
 
bool enabled = true
 
bool castShadow = false
 
std::uint8_t shadowMethod = 0
 Shadow technique request. Stored as uint8_t to avoid pulling Shadow.h into every Light consumer; values match ShadowMethod. 0 = Auto, 1 = None, 2 = CascadedDirectional, 3 = PerspectiveSpot, 4 = CubePoint.
 
int shadowLocalSlot = -1
 Frame-transient local shadow atlas slot (0..kLocalSlots-1), or -1. Written by selectShadowCasters; packed into Light3DGpu beam length for shaders. Not authored / serialized.
 
float shadowBias = 0.f
 
float shadowStrength = 1.f
 
bool volumetric = false
 
float volumetricIntensity = 1.f
 
bool volumetricOnly = false
 When true with volumetric, skip mesh/PBR surface lighting and only contribute to volumetric shafts / froxel media (emissive prop proxy).
 
Light3D * entity = nullptr
 

详细描述

Data public API.

在文件 Light.h 第 200 行定义.

类成员变量说明

◆ b

float eve::graphics::Light3D::Data::b = 1.f

在文件 Light.h 第 204 行定义.

◆ castShadow

bool eve::graphics::Light3D::Data::castShadow = false

在文件 Light.h 第 212 行定义.

◆ dx

float eve::graphics::Light3D::Data::dx = 0.4f

在文件 Light.h 第 203 行定义.

被这些函数引用 eve::graphics::RenderSystem3D::render().

◆ dy

float eve::graphics::Light3D::Data::dy = 1.f

在文件 Light.h 第 203 行定义.

被这些函数引用 eve::graphics::RenderSystem3D::render().

◆ dz

float eve::graphics::Light3D::Data::dz = 0.3f

在文件 Light.h 第 203 行定义.

被这些函数引用 eve::graphics::RenderSystem3D::render().

◆ enabled

bool eve::graphics::Light3D::Data::enabled = true

在文件 Light.h 第 211 行定义.

◆ entity

Light3D* eve::graphics::Light3D::Data::entity = nullptr

在文件 Light.h 第 234 行定义.

◆ g

float eve::graphics::Light3D::Data::g = 1.f

在文件 Light.h 第 204 行定义.

◆ intensity

float eve::graphics::Light3D::Data::intensity = 1.f

在文件 Light.h 第 205 行定义.

被这些函数引用 eve::graphics::scoreSpotShadowCandidate().

◆ r

float eve::graphics::Light3D::Data::r = 1.f

在文件 Light.h 第 204 行定义.

◆ radius

float eve::graphics::Light3D::Data::radius = 8.f

在文件 Light.h 第 206 行定义.

被这些函数引用 eve::graphics::scoreSpotShadowCandidate().

◆ shadowBias

float eve::graphics::Light3D::Data::shadowBias = 0.f

在文件 Light.h 第 225 行定义.

被这些函数引用 eve::graphics::RenderSystem3D::render() , 以及 eve::graphics::selectShadowCasters().

◆ shadowLocalSlot

int eve::graphics::Light3D::Data::shadowLocalSlot = -1

Frame-transient local shadow atlas slot (0..kLocalSlots-1), or -1. Written by selectShadowCasters; packed into Light3DGpu beam length for shaders. Not authored / serialized.

在文件 Light.h 第 224 行定义.

被这些函数引用 eve::graphics::selectShadowCasters().

◆ shadowMethod

std::uint8_t eve::graphics::Light3D::Data::shadowMethod = 0

Shadow technique request. Stored as uint8_t to avoid pulling Shadow.h into every Light consumer; values match ShadowMethod. 0 = Auto, 1 = None, 2 = CascadedDirectional, 3 = PerspectiveSpot, 4 = CubePoint.

在文件 Light.h 第 218 行定义.

◆ shadowStrength

float eve::graphics::Light3D::Data::shadowStrength = 1.f

在文件 Light.h 第 226 行定义.

被这些函数引用 eve::graphics::RenderSystem3D::render().

◆ spotAngleDeg

float eve::graphics::Light3D::Data::spotAngleDeg = 30.f

Spot outer half-angle in degrees (ignored for point/dir).

在文件 Light.h 第 208 行定义.

◆ spotSoftness

float eve::graphics::Light3D::Data::spotSoftness = 0.35f

Spot penumbra in [0, 1] (ignored for point/dir).

在文件 Light.h 第 210 行定义.

◆ type

std::string eve::graphics::Light3D::Data::type = "point"

在文件 Light.h 第 201 行定义.

◆ volumetric

bool eve::graphics::Light3D::Data::volumetric = false

在文件 Light.h 第 227 行定义.

◆ volumetricIntensity

float eve::graphics::Light3D::Data::volumetricIntensity = 1.f

在文件 Light.h 第 228 行定义.

◆ volumetricOnly

bool eve::graphics::Light3D::Data::volumetricOnly = false

When true with volumetric, skip mesh/PBR surface lighting and only contribute to volumetric shafts / froxel media (emissive prop proxy).

在文件 Light.h 第 233 行定义.

◆ x

float eve::graphics::Light3D::Data::x = 0.f

在文件 Light.h 第 202 行定义.

被这些函数引用 eve::graphics::scoreSpotShadowCandidate().

◆ y

float eve::graphics::Light3D::Data::y = 0.f

在文件 Light.h 第 202 行定义.

被这些函数引用 eve::graphics::scoreSpotShadowCandidate().

◆ z

float eve::graphics::Light3D::Data::z = 0.f

在文件 Light.h 第 202 行定义.

被这些函数引用 eve::graphics::scoreSpotShadowCandidate().


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