Raven Engine v0.1
A modern 3D Game Engine
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Raven::GPUPointLight Struct Reference

GPU-side point light descriptor. Layout must match the HLSL struct exactly (16-byte aligned). More...

#include <LightEnvironment.h>

Public Attributes

Crux::vec3 Position
 World-space position of the light.
float Range
 Effective radius of the light (metres).
Crux::vec3 Color
 Linear RGB colour pre-multiplied by Intensity.
float Intensity
 Scalar intensity factor.
float Linear
 Linear attenuation coefficient.
float Quadratic
 Quadratic attenuation coefficient.
float SpecularStrength
 Specular highlight multiplier.
int CastsShadows
 Non-zero if this light contributes to shadow maps.

Detailed Description

GPU-side point light descriptor. Layout must match the HLSL struct exactly (16-byte aligned).

Member Data Documentation

◆ CastsShadows

int Raven::GPUPointLight::CastsShadows

Non-zero if this light contributes to shadow maps.

◆ Color

Crux::vec3 Raven::GPUPointLight::Color

Linear RGB colour pre-multiplied by Intensity.

◆ Intensity

float Raven::GPUPointLight::Intensity

Scalar intensity factor.

◆ Linear

float Raven::GPUPointLight::Linear

Linear attenuation coefficient.

◆ Position

Crux::vec3 Raven::GPUPointLight::Position

World-space position of the light.

◆ Quadratic

float Raven::GPUPointLight::Quadratic

Quadratic attenuation coefficient.

◆ Range

float Raven::GPUPointLight::Range

Effective radius of the light (metres).

◆ SpecularStrength

float Raven::GPUPointLight::SpecularStrength

Specular highlight multiplier.


The documentation for this struct was generated from the following file: