![]() |
vkmEngine 1.0.0
A C++ game engine · vkmengine.com
|
One light affecting the frame, resolved to world space. More...
#include <light_data.h>
Public Attributes | |
| uint32_t | entitySlot = 0 |
| The entity slot this light was gathered from. | |
| glm::vec3 | direction |
| Travel direction; used by directional/spot. | |
| float | radius |
| Attenuation radius (point/spot/area) | |
| float | innerConeAngle |
| Spot: full-brightness cone (radians) | |
| float | outerConeAngle |
| Spot: falloff edge (radians) | |
| glm::vec3 | axisU {0.0f} |
| Rect/Disk: half-right world axis. | |
| glm::vec3 | axisV {0.0f} |
| Rect/Disk: half-up world axis. | |
| bool | twoSided |
| Rect/Disk: emit from both faces. | |
| float | shadowBias |
| See Light::shadowBias. | |
| float | shadowNormalBias |
| 2D only: normal offset before the compare, in shadow texels | |
| float | shadowDistance |
| Directional only: world distance the cascades cover. | |
| float | sourceRadius = 0.0f |
| Light::sourceRadius: radians for a directional light, metres otherwise. | |
One light affecting the frame, resolved to world space.
Covers every LightType; area lights carry rotation and size folded into two world-space half-extent axes.
| uint32_t Vkm::Engine::LightData::entitySlot = 0 |
The entity slot this light was gathered from.
A stable tie-break (as findLowestSlot) for scarce shadow atlas slots: list order is SparseSet packing, which moves when an unrelated light is destroyed.
| float Vkm::Engine::LightData::sourceRadius = 0.0f |
Light::sourceRadius: radians for a directional light, metres otherwise.
Sizes a directional or spot light's penumbra, and a directional light's highlight. Zero is a point.