This is the documentation for Enlighten.
struct Enlighten UE4 UE4InputLight CachedData
struct Enlighten::UE4::UE4InputLight::CachedData
Cached data for a UE4InputLight.
Functions
Name | Description |
|---|---|
Constructor. | |
Accessors. | |
Accessors. | |
Accessors. | |
Accessors. | |
Accessors. | |
Accessors. | |
Hash the light data. | |
Constructor. | |
Constructor. | |
IsIntersectingCluster(const Geo::v128 &, const Geo::v128 &, const Geo::v128 &, const Geo::v128 &) | Complex light V normalBoundingBox intersection test. |
Light v ClusterGroup Bounding box intersection test. | |
Simple Light V system BoundingBox intersection test. | |
Shades the given samples. | |
Shades the given quad. | |
Believe it or not, making this function force-inline is actually a huge perf win. |
Variables
Name | Description |
|---|---|
bool bFullSphere | Full sphere? |
bool bLineLight | True if this light has line-based falloff instead of point. |
Geo::v128 BoundsMax | Axis aligned bounding box. |
Geo::v128 BoundsMin | Axis aligned bounding box. |
bool bSpotlight | Is this a spotlight? |
Geo::v128 CosOuterCone_InvCosConeDiff_CosCullAngle_NegSinCullAngle | Pack four floats into a single v128 to avoid bloat. |
Geo::v128 Direction | World space direction of the light. |
Geo::u32 HasVisibility | Has visibility? |
const float * IESProfileTable | IES profile table. |
Geo::v128 Intensity_SqrRadius | RGB intensity of the light, plus square-radius packed into the w component. |
Geo::v128 LightPos | World space position of light. |
bool m_HasChanged | Whether the light has changed since it was last given to the extended direct lighting api. |
const eLightType m_LightType | Type of input light corresponding to an eLightType enum value. |
Geo::u64 m_Padding | Unused (this class is usually extended by one that starts with multiple v128s) |
RadialFalloffModelType::CachedData RadialFalloffModel | Cached data for radial falloff model. |
const Geo::u8 * VisibilityData | Visibility data. |
Geo::s64 VisibilityDataU64 | Visibility data. |