8#include "ecs/component/render/light.h"
10namespace Vkm::Engine {
68inline const LightData* lowestSlotDirectional(
const std::vector<LightData>& lights) {
71 if (light.type != LightType::Directional)
continue;
One light affecting the frame, resolved to world space.
Definition light_data.h:18
float shadowNormalBias
2D only: normal offset before the compare, in shadow texels
Definition light_data.h:47
glm::vec3 axisU
Rect/Disk: half-right world axis.
Definition light_data.h:41
float radius
Attenuation radius (point/spot/area)
Definition light_data.h:35
float shadowBias
See Light::shadowBias.
Definition light_data.h:46
float innerConeAngle
Spot: full-brightness cone (radians)
Definition light_data.h:37
float shadowDistance
Directional only: world distance the cascades cover.
Definition light_data.h:48
bool twoSided
Rect/Disk: emit from both faces.
Definition light_data.h:43
uint32_t entitySlot
The entity slot this light was gathered from.
Definition light_data.h:28
glm::vec3 axisV
Rect/Disk: half-up world axis.
Definition light_data.h:42
float outerConeAngle
Spot: falloff edge (radians)
Definition light_data.h:38
float sourceRadius
Light::sourceRadius: radians for a directional light, metres otherwise.
Definition light_data.h:56
glm::vec3 direction
Travel direction; used by directional/spot.
Definition light_data.h:33