Nameless Engine
Loading...
Searching...
No Matches
ne::LightingShaderResourceManager::GeneralLightingShaderData Struct Reference

#include <LightingShaderResourceManager.h>

Public Attributes

glm::vec4 ambientLight = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F)
 
unsigned int iPointLightCountInCameraFrustum = 0
 
unsigned int iDirectionalLightCount = 0
 
unsigned int iSpotLightCountInCameraFrustum = 0
 

Detailed Description

Data that will be directly copied into shaders.

Member Data Documentation

◆ ambientLight

glm::vec4 ne::LightingShaderResourceManager::GeneralLightingShaderData::ambientLight = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F)

Light color intensity of ambient lighting. 4th component is not used.

◆ iDirectionalLightCount

unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iDirectionalLightCount = 0

Total number of spawned directional lights.

◆ iPointLightCountInCameraFrustum

unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iPointLightCountInCameraFrustum = 0

Total number of spawned point lights in camera frustum.

◆ iSpotLightCountInCameraFrustum

unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iSpotLightCountInCameraFrustum = 0

Total number of spawned spotlights in camera frustum.


The documentation for this struct was generated from the following file: