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. | |
GPU-side point light descriptor. Layout must match the HLSL struct exactly (16-byte aligned).
| int Raven::GPUPointLight::CastsShadows |
Non-zero if this light contributes to shadow maps.
| Crux::vec3 Raven::GPUPointLight::Color |
Linear RGB colour pre-multiplied by Intensity.
| float Raven::GPUPointLight::Intensity |
Scalar intensity factor.
| float Raven::GPUPointLight::Linear |
Linear attenuation coefficient.
| Crux::vec3 Raven::GPUPointLight::Position |
World-space position of the light.
| float Raven::GPUPointLight::Quadratic |
Quadratic attenuation coefficient.
| float Raven::GPUPointLight::Range |
Effective radius of the light (metres).
| float Raven::GPUPointLight::SpecularStrength |
Specular highlight multiplier.