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

Per-draw shader knobs uploaded to the geometry pass settings UBO. More...

#include <GeometryPass.h>

Public Member Functions

auto operator<=> (const ShaderSettingsData &) const =default

Public Attributes

int VisualizeNormals = 0
 Non-zero to visualise view-space normals as colour.
float ShadowBias = 0.001f
 Depth bias applied during shadow map lookup.
int PCFRadius = 1
 PCF kernel half-radius in shadow map texels.
int ShadowMapSize = 2048
 Shadow map resolution (must match ShadowSettings::ShadowMapSize).
int VisualizeLightComplexity = 0
 Non-zero to heat-map per-tile light counts.
int VisualizeAO = 0
 Non-zero to visualise the raw AO buffer.
int EnableAO = 1
 Non-zero to apply HBAO occlusion in the lighting calculation.

Detailed Description

Per-draw shader knobs uploaded to the geometry pass settings UBO.

Member Function Documentation

◆ operator<=>()

auto Raven::ShaderSettingsData::operator<=> ( const ShaderSettingsData & ) const
default

Member Data Documentation

◆ EnableAO

int Raven::ShaderSettingsData::EnableAO = 1

Non-zero to apply HBAO occlusion in the lighting calculation.

◆ PCFRadius

int Raven::ShaderSettingsData::PCFRadius = 1

PCF kernel half-radius in shadow map texels.

◆ ShadowBias

float Raven::ShaderSettingsData::ShadowBias = 0.001f

Depth bias applied during shadow map lookup.

◆ ShadowMapSize

int Raven::ShaderSettingsData::ShadowMapSize = 2048

Shadow map resolution (must match ShadowSettings::ShadowMapSize).

◆ VisualizeAO

int Raven::ShaderSettingsData::VisualizeAO = 0

Non-zero to visualise the raw AO buffer.

◆ VisualizeLightComplexity

int Raven::ShaderSettingsData::VisualizeLightComplexity = 0

Non-zero to heat-map per-tile light counts.

◆ VisualizeNormals

int Raven::ShaderSettingsData::VisualizeNormals = 0

Non-zero to visualise view-space normals as colour.


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