Castor3D 0.16.0
Multiplatform 3D engine
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#include <Shadow.hpp>
Public Member Functions | |
C3D_API void | accept (ConfigurationVisitorBase &visitor, LightType lightType) |
Static Public Member Functions | |
static C3D_API void | addParsers (castor::AttributeParsers &result) |
Public Attributes | |
bool | enabled {} |
ShadowType | filterType { ShadowType::eNone } |
GlobalIlluminationType | globalIllumination { GlobalIlluminationType::eNone } |
uint32_t | volumetricSteps { 0u } |
float | volumetricScattering { 0.2f } |
castor::Point2f | rawOffsets |
castor::Point2f | pcfOffsets |
float | vsmMinVariance {} |
float | vsmLightBleedingReduction {} |
castor::RangedValue< uint32_t > | pcfFilterSize { 4u, castor::makeRange( 0u, MaxPcfFilterSize ) } |
castor::RangedValue< uint32_t > | pcfSampleCount { 8u, castor::makeRange( 0u, MaxPcfSampleCount ) } |
LpvConfig | lpvConfig |
C3D_API void castor3d::ShadowConfig::accept | ( | ConfigurationVisitorBase & | visitor, |
LightType | lightType ) |
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static |
bool castor3d::ShadowConfig::enabled {} |
Referenced by castor3d::Light::isExpectedShadowProducer().
ShadowType castor3d::ShadowConfig::filterType { ShadowType::eNone } |
Referenced by castor3d::Light::getShadowType(), and castor3d::Light::setShadowType().
GlobalIlluminationType castor3d::ShadowConfig::globalIllumination { GlobalIlluminationType::eNone } |
LpvConfig castor3d::ShadowConfig::lpvConfig |
Referenced by castor3d::Light::getLpvConfig(), and castor3d::Light::getLpvConfig().
castor::RangedValue< uint32_t > castor3d::ShadowConfig::pcfFilterSize { 4u, castor::makeRange( 0u, MaxPcfFilterSize ) } |
Referenced by castor3d::Light::getShadowPcfFilterSize(), and castor3d::Light::setPcfFilterSize().
castor::Point2f castor3d::ShadowConfig::pcfOffsets |
castor::RangedValue< uint32_t > castor3d::ShadowConfig::pcfSampleCount { 8u, castor::makeRange( 0u, MaxPcfSampleCount ) } |
Referenced by castor3d::Light::getShadowPcfSampleCount(), and castor3d::Light::setPcfSampleCount().
castor::Point2f castor3d::ShadowConfig::rawOffsets |
float castor3d::ShadowConfig::volumetricScattering { 0.2f } |
uint32_t castor3d::ShadowConfig::volumetricSteps { 0u } |
Referenced by castor3d::Light::getVolumetricSteps(), and castor3d::Light::setVolumetricSteps().
float castor3d::ShadowConfig::vsmLightBleedingReduction {} |
float castor3d::ShadowConfig::vsmMinVariance {} |
Referenced by castor3d::Light::getVsmMinVariance(), and castor3d::Light::setVsmMinVariance().