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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <LightSceneInfo.h>
Public Types | |
| using | FPersistentId = int32 |
Protected Attributes | |
| int32 | DynamicShadowMapChannel |
| uint32 | bPrecomputedLightingIsValid: 1 |
Friends | |
| class | FLightPrimitiveInteraction |
| uint32 | GetTypeHash (const FLightSceneInfo *LightSceneInfo) |
The information used to render a light. This is the rendering thread's mirror of the game thread's ULightComponent. FLightSceneInfo is internal to the renderer module and contains internal scene state.
| using FLightSceneInfo::FPersistentId = int32 |
| FLightSceneInfo::FLightSceneInfo | ( | FLightSceneProxy * | InProxy, |
| bool | InbVisible | ||
| ) |
Initialization constructor.
| void FLightSceneInfo::AddToScene | ( | ) |
Adds the light to the scene.
| void FLightSceneInfo::CreateLightPrimitiveInteraction | ( | const FLightSceneInfoCompact & | LightSceneInfoCompact, |
| const FPrimitiveSceneInfoCompact & | PrimitiveSceneInfoCompact | ||
| ) |
If the light affects the primitive, create an interaction, and process children
| LightSceneInfoCompact | Compact representation of the light |
| PrimitiveSceneInfoCompact | Compact representation of the primitive |
| void FLightSceneInfo::Detach | ( | ) |
Detaches the light from the primitives it affects.
| FBoxCenterAndExtent FLightSceneInfo::GetBoundingBox | ( | ) | const |
Octree bounds setup.
| FLightPrimitiveInteraction * FLightSceneInfo::GetDynamicInteractionOftenMovingPrimitiveList | ( | ) | const |
| FLightPrimitiveInteraction * FLightSceneInfo::GetDynamicInteractionStaticPrimitiveList | ( | ) | const |
| int32 FLightSceneInfo::GetDynamicShadowMapChannel | ( | ) | const |
| const TArray< FLightPrimitiveInteraction * > * FLightSceneInfo::GetInteractionShadowPrimitives | ( | ) | const |
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inline |
| bool FLightSceneInfo::IsPrecomputedLightingValid | ( | ) | const |
| uint32 FLightSceneInfo::PackExtraData | ( | bool | bAllowStaticLighting, |
| bool | bLightFunction, | ||
| bool | bMegaLight, | ||
| bool | bClusteredDeferredSupported | ||
| ) | const |
| void FLightSceneInfo::RemoveFromScene | ( | ) |
Removes the light from the scene.
| bool FLightSceneInfo::SetupMobileMovableLocalLightShadowParameters | ( | const FViewInfo & | View, |
| TConstArrayView< FVisibleLightInfo > | VisibleLightInfos, | ||
| FMobileMovableLocalLightShadowParameters & | MobileMovableLocalLightShadowParameters | ||
| ) | const |
| bool FLightSceneInfo::ShouldCreateLightPrimitiveInteraction | ( | const FLightSceneInfoCompact & | LightSceneInfoCompact, |
| const FPrimitiveSceneInfoCompact & | PrimitiveSceneInfoCompact | ||
| ) |
Returns true if the light affects the primitive
| LightSceneInfoCompact | Compact representation of the light |
| PrimitiveSceneInfoCompact | Compact representation of the primitive |
| bool FLightSceneInfo::ShouldRecordShadowSubjectsForMobile | ( | ) | const |
| bool FLightSceneInfo::ShouldRenderLightViewIndependent | ( | ) | const |
Encapsulates all View-Independent reasons to have this light render.
| bool FLightSceneInfo::ShouldRenderViewIndependentWholeSceneShadows | ( | ) | const |
Encapsulates all View-Independent reasons to render ViewIndependentWholeSceneShadows for this light
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friend |
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friend |
Hash function.
| bool FLightSceneInfo::bCreatePerObjectShadowsForDynamicObjects |
Cached value from the light proxy's virtual function, since it is checked many times during shadow setup.
| uint32 FLightSceneInfo::bEnableLightShaftBloom |
Whether to render light shaft bloom from this light. For directional lights, the color around the light direction will be blurred radially and added back to the scene. for point lights, the color on pixels closer than the light's SourceRadius will be blurred radially and added back to the scene.
| float FLightSceneInfo::BloomMaxBrightness |
After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness.
| float FLightSceneInfo::BloomScale |
Scales the additive color.
| float FLightSceneInfo::BloomThreshold |
Scene color must be larger than this to create bloom in the light shafts.
| FColor FLightSceneInfo::BloomTint |
Multiplies against scene color to create the bloom color.
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protected |
True if the light is built.
| uint32 FLightSceneInfo::bVisible |
True if the light is visible.
False if the light is invisible but still needed for previewing, which can only happen in the editor.
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protected |
ShadowMap channel assigned in the forward renderer when a movable shadow casting light is added to the scene. Used to pack shadow projections into channels of the light attenuation texture which is read in the base pass.
| FPersistentId FLightSceneInfo::Id |
If bVisible == true, this is the index of the primitive in Scene->Lights.
| int32 FLightSceneInfo::NumUnbuiltInteractions |
Number of dynamic interactions with statically lit primitives.
| FOctreeElementId2 FLightSceneInfo::OctreeId |
The identifier for the primitive in Scene->PrimitiveOctree.
| TMap<FPersistentShadowStateKey, FPersistentShadowState> FLightSceneInfo::PersistentShadows |
| TMap<FPersistentShadowStateKey, FPersistentShadowState> FLightSceneInfo::PrevPersistentShadows |
Persistent shadow state used for HZB occlusion culling.
| FLightSceneProxy* FLightSceneInfo::Proxy |
The light's scene proxy.
| FScene* FLightSceneInfo::Scene |
The scene the light is in.
| ELightComponentType FLightSceneInfo::Type |