#include <ShadowMap.h>
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| static ENGINE_API void | EncodeTextures (const FStaticLightingBuildContext *LightingContext, bool bLightingSuccessful, bool bMultithreadedEncode=false) |
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| static ENGINE_API int32 | EncodeSingleTexture (const FStaticLightingBuildContext *LightingContext, struct FShadowMapPendingTexture &PendingTexture, UShadowMapTexture2D *Texture, TArray< TArray< FFourDistanceFieldSamples > > &MipData) |
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| static ENGINE_API TRefCountPtr< FShadowMap2D > | AllocateShadowMap (UObject *LightMapOuter, const TMap< ULightComponent *, FShadowMapData2D * > &ShadowMapData, const FBoxSphereBounds &Bounds, ELightMapPaddingType InPaddingType, EShadowMapFlags InShadowmapFlags) |
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| static ENGINE_API TRefCountPtr< FShadowMap2D > | AllocateInstancedShadowMap (UObject *LightMapOuter, UInstancedStaticMeshComponent *Component, TArray< TMap< ULightComponent *, TUniquePtr< FShadowMapData2D > > > &&InstancedShadowMapData, UMapBuildDataRegistry *Registry, FGuid MapBuildDataId, const FBoxSphereBounds &Bounds, ELightMapPaddingType PaddingType, EShadowMapFlags ShadowmapFlags) |
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◆ FShadowMap2D() [1/3]
| FShadowMap2D::FShadowMap2D |
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| ) |
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◆ FShadowMap2D() [2/3]
◆ FShadowMap2D() [3/3]
| FShadowMap2D::FShadowMap2D |
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TArray< FGuid > |
LightGuids | ) |
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◆ AddReferencedObjects()
◆ AllocateInstancedShadowMap()
Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.
- Parameters
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| Component | - The component that owns this shadowmap |
| InstancedShadowMapData | - The raw shadow-map data to fill the texture with. |
| Bounds | - The bounds of the primitive the shadow-map will be rendered on. Used as a hint to pack shadow-maps on nearby primitives in the same texture. |
| InPaddingType | - the method for padding the shadowmap. |
| ShadowmapFlags | - flags that determine how the shadowmap is stored (e.g. streamed or not) |
◆ AllocateShadowMap()
◆ EncodeSingleTexture()
Constructs mip maps for a single shadowmap texture.
◆ EncodeTextures()
Executes all pending shadow-map encoding requests.
- Parameters
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| LightingContext | Context in which the textures exist |
| bLightingSuccessful | Whether the lighting build was successful or not. |
◆ GetCoordinateBias()
| const FVector2D & FShadowMap2D::GetCoordinateBias |
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const |
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inline |
◆ GetCoordinateScale()
| const FVector2D & FShadowMap2D::GetCoordinateScale |
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const |
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inline |
◆ GetInteraction()
◆ GetShadowMap2D() [1/2]
◆ GetShadowMap2D() [2/2]
◆ GetTexture() [1/2]
◆ GetTexture() [2/2]
| const UTexture2D * FShadowMap2D::GetTexture |
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const |
◆ IsShadowFactorTexture()
| bool FShadowMap2D::IsShadowFactorTexture |
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const |
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inline |
◆ IsValid()
| bool FShadowMap2D::IsValid |
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const |
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inline |
◆ Serialize()
◆ bChannelValid
| bool FShadowMap2D::bChannelValid[4] |
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protected |
Tracks which of the 4 channels has valid texture data.
◆ CoordinateBias
The bias which is applied to the shadow-map coordinates before sampling the shadow-map textures.
◆ CoordinateScale
The scale which is applied to the shadow-map coordinates before sampling the shadow-map textures.
◆ InvUniformPenumbraSize
| FVector4f FShadowMap2D::InvUniformPenumbraSize |
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protected |
Stores the inverse of the penumbra size, normalized. Stores 1 to interpret the shadowmap as a shadow factor directly, instead of as a distance field.
◆ Texture
The texture which contains the shadow-map data.
The documentation for this class was generated from the following files: