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| Sun (glm::ivec2 resolution, const Camera *target, const glm::vec3 &direction=glm::vec3(0.0f, -1.0f, 0.0f)) |
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void | setTarget (const Camera *target) |
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void | setDirection (const glm::vec3 &direction) |
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void | setLightColor (const glm::vec3 &color, float intensity) |
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glm::vec3 | lightPosition (glm::vec3 &outLookAtPos) const |
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glm::vec3 | direction () const |
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glm::vec3 | lightColor () const |
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float | lightIntensity () const |
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glm::ivec2 | resolution () const |
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| void | update (float dt) override |
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const std::vector< Cascade > & | cascadeSplits () const |
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gl::TextureRef | cascadeShadowMaps () const |
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const gl::FBO * | shadowFBO () const |
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Material * | shadowMaterial () |
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static float | DistanceFromTarget = 512.0f |
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void | calculateLightSpaceMatrices () |
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| std::vector< Cascade > | m_cascadeSplits |
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glm::ivec2 | m_resolution |
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const Camera * | m_target |
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glm::vec3 | m_direction |
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gl::UBO | m_lightSpaceUBO |
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gl::FBO | m_depthFBO |
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Material | m_depthShader |
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glm::vec3 | m_lightColor = glm::vec3(1.0f, 1.0f, 1.0f) |
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float | m_lightIntensity = 1.0f |
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◆ update()
| void Sun::update |
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float |
dt | ) |
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overridevirtual |
◆ m_cascadeSplits
| std::vector<Cascade> engine::Sun::m_cascadeSplits |
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protected |
Initial value:= {
Cascade{16.0f, glm::mat4(1)},
Cascade{128.0f, glm::mat4(1)},
Cascade{256.0f, glm::mat4(1)}
}
The documentation for this class was generated from the following files:
- src/scene/Sun.h
- src/scene/Sun.cpp