Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer Struct Reference

GPU-side cascaded shadow data for the active directional sun. More...

#include <RenderData.h>

Collaboration diagram for Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer:

Public Attributes

std::array< glm::mat4, MAX_SUN_SHADOW_CASCADESlightViewProj {}
glm::vec4 cascadeSplits {0.0f}
 camera-forward far split per cascade
glm::vec4 params {0.0f}
 x = enabled, y = cascade count, z = map size, w = max distance
glm::vec4 biasParams {0.0f}
 x = depth bias, y = normal bias, z = PCF radius, w = lightmapped receivers
glm::vec4 cameraForward {0.0f}
 xyz = cascade camera forward direction, w = render debug mode

Detailed Description

GPU-side cascaded shadow data for the active directional sun.

Definition at line 422 of file RenderData.h.

Member Data Documentation

◆ biasParams

glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::biasParams {0.0f}

x = depth bias, y = normal bias, z = PCF radius, w = lightmapped receivers

Definition at line 427 of file RenderData.h.

◆ cameraForward

glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::cameraForward {0.0f}

xyz = cascade camera forward direction, w = render debug mode

Definition at line 428 of file RenderData.h.

◆ cascadeSplits

glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::cascadeSplits {0.0f}

camera-forward far split per cascade

Definition at line 425 of file RenderData.h.

◆ lightViewProj

std::array<glm::mat4, MAX_SUN_SHADOW_CASCADES> Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::lightViewProj {}

Definition at line 424 of file RenderData.h.

◆ params

glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::params {0.0f}

x = enabled, y = cascade count, z = map size, w = max distance

Definition at line 426 of file RenderData.h.


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