Nameless Engine
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#include <ShaderLightArray.h>
Public Attributes | |
std::array< std::unique_ptr< UploadBuffer >, FrameResourceManager::getFrameResourceCount()> | vGpuArrayLightDataResources |
ShaderLightsInFrustumSingleType | lightsInFrustum |
std::array< std::unordered_set< ShaderLightArraySlot * >, FrameResourceManager::getFrameResourceCount()> | vSlotsToBeUpdated |
std::unordered_set< ShaderLightArraySlot * > | activeSlots |
Groups used resources.
std::unordered_set<ShaderLightArraySlot*> ne::ShaderLightArray::Resources::activeSlots |
All currently active (existing) slots.
ShaderLightsInFrustumSingleType ne::ShaderLightArray::Resources::lightsInFrustum |
Stores information about light sources in active camera's frustum.
std::array<std::unique_ptr<UploadBuffer>, FrameResourceManager::getFrameResourceCount()> ne::ShaderLightArray::Resources::vGpuArrayLightDataResources |
GPU resource per frame "in-flight" that stores array of light data.
nullptr
or have branching when binding resources (when there are no active slots these resources will not be used since counter for light sources will be zero but we will have a valid binding).std::array< std::unordered_set<ShaderLightArraySlot*>, FrameResourceManager::getFrameResourceCount()> ne::ShaderLightArray::Resources::vSlotsToBeUpdated |
Slots (elements) in arrays from vGpuArrayLightDataResources that needs to be updated.