5#include "core/reflect.h"
35 LightType type = LightType::Directional;
36 glm::vec3 color = {1.0f, 1.0f, 1.0f};
37 float intensity = 1.0f;
49 bool castShadows =
true;
92VKM_ENUM_NAMES(::Vkm::Engine::LightType,
"Directional",
"Point",
"Spot",
"Rect",
"Disk")
94VKM_REFLECT_BEGIN(::Vkm::Engine::Light)
100 VKM_F(outerConeAngle)
107 VKM_F(shadowNormalBias)
108 VKM_F(shadowDistance)
Central registry managing entities and an open set of component types.
Definition scene.h:29
Names one entity of one Scene, for as long as that slot holds it.
Definition entity.h:23
Component representing a light source in the scene.
Definition light.h:34
float areaWidth
Rect width along the local X axis.
Definition light.h:44
float radius
Attenuation cutoff (point/spot/area)
Definition light.h:39
float shadowDistance
Directional only: world distance the cascades cover.
Definition light.h:65
float areaHeight
Rect height along the local Y axis.
Definition light.h:45
float areaRadius
Disk radius.
Definition light.h:46
float sourceRadius
How large the light's source is, which is how soft its shadows are.
Definition light.h:74
float shadowNormalBias
Directional and spot: normal offset before the depth compare, in shadow texels (0....
Definition light.h:64
float outerConeAngle
Spot: falloff edge, radians.
Definition light.h:42
bool twoSided
Area lights: emit from both faces.
Definition light.h:47
float innerConeAngle
Spot: full-brightness cone, radians.
Definition light.h:41
float shadowBias
Depth comparison bias, grown at grazing light.
Definition light.h:57