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Nameless Engine
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Public Attributes | |
| glm::mat4 | viewProjectionMatrix = glm::identity<glm::mat4>() |
| glm::vec4 | position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F) |
| glm::vec4 | direction = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F) |
| glm::vec4 | color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F) |
| float | intensity = 1.0F |
| float | distance = 1.0F |
| float | cosInnerConeAngle = 0.0F |
| float | cosOuterConeAngle = 0.0F |
| float | coneBottomRadius = 0.0F |
| unsigned int | iShadowMapIndex = 0 |
Data that will be directly copied into shaders.
| glm::vec4 ne::SpotlightNode::SpotlightShaderData::color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F) |
Light color. 4th component is not used.
| float ne::SpotlightNode::SpotlightShaderData::coneBottomRadius = 0.0F |
Radius of cone's bottom part.
| float ne::SpotlightNode::SpotlightShaderData::cosInnerConeAngle = 0.0F |
Cosine of the spotlight's inner cone angle (cutoff).
| float ne::SpotlightNode::SpotlightShaderData::cosOuterConeAngle = 0.0F |
Cosine of the spotlight's outer cone angle (cutoff).
| glm::vec4 ne::SpotlightNode::SpotlightShaderData::direction = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F) |
Light forward unit vector (direction). 4th component is not used.
| float ne::SpotlightNode::SpotlightShaderData::distance = 1.0F |
Lit distance.
| float ne::SpotlightNode::SpotlightShaderData::intensity = 1.0F |
Light intensity.
| unsigned int ne::SpotlightNode::SpotlightShaderData::iShadowMapIndex = 0 |
Index in the spot shadow map array where shadow map of this light source is stored.
| glm::vec4 ne::SpotlightNode::SpotlightShaderData::position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F) |
Light position in world space. 4th component is not used.
| glm::mat4 ne::SpotlightNode::SpotlightShaderData::viewProjectionMatrix = glm::identity<glm::mat4>() |
Matrix that transforms data (such as positions) to clip (projection) space of the light source (used for shadow mapping).