Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Engine::Rendering::GpuBuffers::SunLightBuffer Struct Reference

GPU-side single directional sun light. More...

#include <RenderData.h>

Public Attributes

glm::vec4 directionEnabled { 0.0f, -1.0f, 0.0f, 0.0f }
 xyz = travel direction, w = enabled flag.
glm::vec4 colorIntensity { 1.0f, 1.0f, 1.0f, 0.0f }
 rgb = linear light color, w = intensity.
glm::vec4 shadowParams { 0.0f }
 x = castsShadows, y = angular diameter degrees.
glm::vec4 lightmapShadowParams { 1.0f, 1.0f, 0.0f, 0.0f }
 x = sun removal, y = brightness

Detailed Description

GPU-side single directional sun light.

directionEnabled.xyz = direction the light travels in world space, w = enabled. colorIntensity.rgb = light color, w = intensity.

Definition at line 477 of file RenderData.h.

Member Data Documentation

◆ colorIntensity

glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::colorIntensity { 1.0f, 1.0f, 1.0f, 0.0f }

rgb = linear light color, w = intensity.

Definition at line 480 of file RenderData.h.

◆ directionEnabled

glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::directionEnabled { 0.0f, -1.0f, 0.0f, 0.0f }

xyz = travel direction, w = enabled flag.

Definition at line 479 of file RenderData.h.

◆ lightmapShadowParams

glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::lightmapShadowParams { 1.0f, 1.0f, 0.0f, 0.0f }

x = sun removal, y = brightness

Definition at line 482 of file RenderData.h.

◆ shadowParams

glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::shadowParams { 0.0f }

x = castsShadows, y = angular diameter degrees.

Definition at line 481 of file RenderData.h.


The documentation for this struct was generated from the following file:
  • /workspace/magerbeton/gl3-vulkan/code/Engine/include/Engine/Renderer/RenderData.h