Skylicht Engine
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BakePointLightRP
CPointLightBakeRP.h
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/*
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!@
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MIT License
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Copyright (c) 2023 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "BakeRP/CLightBakeRP.h"
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#include "Shadow/CBoundShadowMaps.h"
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namespace
Skylicht
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{
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class
CPointLightBakeRP :
public
CLightBakeRP
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{
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protected
:
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int
m_light[4];
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int
m_lightUV0[4];
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int
m_lightN[4];
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int
m_lightNUV0[4];
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public
:
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CPointLightBakeRP();
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virtual
~CPointLightBakeRP();
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virtual
void
initRender(
int
w,
int
h);
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virtual
void
resize(
int
w,
int
h);
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virtual
void
render(
ITexture
* target,
CCamera
* camera,
CEntityManager
* entityManager,
const
core::recti
& viewport,
int
cubeFaceId = -1,
IRenderPipeline
* lastRP = NULL);
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virtual
void
drawMeshBuffer(
CMesh
* mesh,
int
bufferID,
CEntityManager
* entity,
int
entityID,
bool
skinnedMesh);
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virtual
void
drawInstancingMeshBuffer(
CMesh
* mesh,
int
bufferID,
int
materialRenderID,
CEntityManager
* entityMgr,
int
entityID,
bool
skinnedMesh);
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virtual
bool
canRenderMaterial(
CMaterial
* material);
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virtual
bool
canRenderShader(
CShader
* shader);
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};
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}
Skylicht::CCamera
This is an object class used to set up the camera, including its position, viewing angle,...
Definition
CCamera.h:70
Skylicht::CEntityManager
This object class manages all entities within a scene.
Definition
CEntityManager.h:89
Skylicht::CMaterial
The object class describes material information such as which shader it's associated with,...
Definition
CMaterial.h:84
Skylicht::CMesh
Definition
CMesh.h:75
Skylicht::CShader
Represents a programmable shader, including uniforms, UI, resources, instancing and platform-specific...
Definition
CShader.h:198
Skylicht::IRenderPipeline
Definition
IRenderPipeline.h:37
irr::video::ITexture
Interface of a Video Driver dependent Texture.
Definition
ITexture.h:119
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::recti
rect< s32 > recti
Rectangle with int values.
Definition
rect.h:273
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