Lighting manager (rendering)
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#include <OxygenEngine/render/lighting.h>
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| Lighting () |
| | Create the component.
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| void | update () |
| | Update lighting.
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| void | fillShader (ShaderBase *shader) const noexcept |
| | Send All lights data to the shader.
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| void | fillReflectionsShader (ShaderBase *shader) const noexcept |
| | Send Reflection probes data to the shader.
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| void | fillTransparencyShader (ShaderBase *shader) const noexcept |
| | Send Transparency data (ie refractive buffer) to the shader.
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| void | setRefractionTexture (const std::shared_ptr< Texture > &refraction_texture) |
| | Set texture that will be used as source for refractive surfaces.
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const std::vector< glm::mat4 > | getAreaLights () const |
| | Get Area lights Each one packed as a matrix where each xyz rows are the light edges, last component w1 is "double sided" and w2, w3, w4 are "light color".
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void | setDefaultReflectionProbe (Cubemap *cubemap, const uint32_t specular_size=256) |
| | Set Default reflection source.
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std::vector< glm::vec3 > | _point_light_positions |
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std::vector< glm::vec3 > | _point_light_colors |
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std::vector< glm::mat4 > | _area_light_matrices |
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ReflectionProbe | _default_reflection_probe |
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Pbr | _pbr |
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std::shared_ptr< Texture > | _brdf_texture |
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std::shared_ptr< Texture > | _refraction_texture |
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Lighting manager (rendering)
Handles lighting + reflections of the scene
◆ fillReflectionsShader()
| void oe::render::Lighting::fillReflectionsShader |
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ShaderBase * |
shader | ) |
const |
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inlinenoexcept |
Send Reflection probes data to the shader.
- Parameters
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◆ fillShader()
| void oe::render::Lighting::fillShader |
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ShaderBase * |
shader | ) |
const |
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inlinenoexcept |
Send All lights data to the shader.
- Parameters
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◆ fillTransparencyShader()
| void oe::render::Lighting::fillTransparencyShader |
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ShaderBase * |
shader | ) |
const |
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inlinenoexcept |
Send Transparency data (ie refractive buffer) to the shader.
- Parameters
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◆ setRefractionTexture()
| void oe::render::Lighting::setRefractionTexture |
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const std::shared_ptr< Texture > & |
refraction_texture | ) |
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inline |
Set texture that will be used as source for refractive surfaces.
- Note
- If you use the pipeline, this texture is already set to use the output from lighting pass
- Parameters
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◆ update()
| void oe::render::Lighting::update |
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Update lighting.
- Parameters
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| delta | seconds since last call of update |
| flags | custom flags |
The documentation for this class was generated from the following file: