Vulkan Schnee 0.0.1 (22840dc8)
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_CASCADES > lightViewProj {}
 Light view-projection matrix per cascade.
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 492 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 497 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 498 of file RenderData.h.

◆ cascadeSplits

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

Camera-forward far split per cascade.

Definition at line 495 of file RenderData.h.

◆ lightViewProj

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

Light view-projection matrix per cascade.

Definition at line 494 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 496 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