Nameless Engine
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#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 |
Data that will be directly copied into shaders.
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.
unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iDirectionalLightCount = 0 |
Total number of spawned directional lights.
unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iPointLightCountInCameraFrustum = 0 |
Total number of spawned point lights in camera frustum.
unsigned int ne::LightingShaderResourceManager::GeneralLightingShaderData::iSpotLightCountInCameraFrustum = 0 |
Total number of spawned spotlights in camera frustum.