XLE
v0.02.0
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Defines the projected shadows for a single light More...
#include <LightDesc.h>
Public Types | |
enum | ResolveType { DepthTexture, RayTraced } |
enum | WindingCull { BackFaces, FrontFaces, None } |
typedef MultiProjection< MaxShadowTexturesPerLight > | Projections |
Public Attributes | |
Projections | _projections |
Float4x4 | _worldToClip |
Intended for use in CPU-side culling. Objects culled by this transform will be culled from all projections. | |
float | _worldSpaceResolveBias |
float | _tanBlurAngle |
float | _minBlurSearch |
float | _maxBlurSearch |
ResolveType | _resolveType |
WindingCull | _windingCull |
LightId | _lightId |
float | _slopeScaledBias |
float | _depthBiasClamp |
int | _rasterDepthBias |
float | _dsSlopeScaledBias |
float | _dsDepthBiasClamp |
int | _dsRasterDepthBias |
typedef RenderCore::Metal::NativeFormat::Enum | Format |
uint32 | _width |
uint32 | _height |
Format | _typelessFormat |
Format | _writeFormat |
Format | _readFormat |
Defines the projected shadows for a single light
Tied to a specific light via the "_lightId" member.
typedef RenderCore::Metal::NativeFormat::Enum SceneEngine::ShadowProjectionDesc::Format |
Shadow texture definition
float SceneEngine::ShadowProjectionDesc::_depthBiasClamp |
single sided depth bias
float SceneEngine::ShadowProjectionDesc::_dsDepthBiasClamp |
Double sided depth bias This is useful when flipping the culling mode during shadow gen. In this case single sided geometry doesn't cause acne (so we can have very small bias values). But double sided geometry still gets acne, so needs a larger bias!
int SceneEngine::ShadowProjectionDesc::_dsRasterDepthBias |
Double sided depth bias This is useful when flipping the culling mode during shadow gen. In this case single sided geometry doesn't cause acne (so we can have very small bias values). But double sided geometry still gets acne, so needs a larger bias!
float SceneEngine::ShadowProjectionDesc::_dsSlopeScaledBias |
Double sided depth bias This is useful when flipping the culling mode during shadow gen. In this case single sided geometry doesn't cause acne (so we can have very small bias values). But double sided geometry still gets acne, so needs a larger bias!
uint32 SceneEngine::ShadowProjectionDesc::_height |
Shadow texture definition
int SceneEngine::ShadowProjectionDesc::_rasterDepthBias |
single sided depth bias
Format SceneEngine::ShadowProjectionDesc::_readFormat |
Shadow texture definition
float SceneEngine::ShadowProjectionDesc::_slopeScaledBias |
single sided depth bias
Format SceneEngine::ShadowProjectionDesc::_typelessFormat |
Shadow texture definition
uint32 SceneEngine::ShadowProjectionDesc::_width |
Shadow texture definition
Format SceneEngine::ShadowProjectionDesc::_writeFormat |
Shadow texture definition