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#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
类成员变量说明
◆ b
◆ castShadow
◆ dx
| float eve::graphics::Light3D::Data::dx = 0.4f |
◆ dy
| float eve::graphics::Light3D::Data::dy = 1.f |
◆ dz
| float eve::graphics::Light3D::Data::dz = 0.3f |
◆ enabled
◆ entity
◆ g
◆ intensity
| float eve::graphics::Light3D::Data::intensity = 1.f |
◆ r
◆ radius
| float eve::graphics::Light3D::Data::radius = 8.f |
◆ shadowBias
| float eve::graphics::Light3D::Data::shadowBias = 0.f |
◆ 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.
被这些函数引用 eve::graphics::selectShadowCasters().
◆ shadowMethod
| std::uint8_t eve::graphics::Light3D::Data::shadowMethod = 0 |
◆ shadowStrength
| float eve::graphics::Light3D::Data::shadowStrength = 1.f |
◆ spotAngleDeg
| float eve::graphics::Light3D::Data::spotAngleDeg = 30.f |
◆ spotSoftness
| float eve::graphics::Light3D::Data::spotSoftness = 0.35f |
◆ type
◆ volumetric
◆ volumetricIntensity
◆ volumetricOnly
| bool eve::graphics::Light3D::Data::volumetricOnly = false |
◆ x
| float eve::graphics::Light3D::Data::x = 0.f |
◆ y
| float eve::graphics::Light3D::Data::y = 0.f |
◆ z
| float eve::graphics::Light3D::Data::z = 0.f |
该结构体的文档由以下文件生成:
- src/modules/graphics/Light.h