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Public API Reference |
Shadow handler for "no" shadows. More...
#include <csplugincommon/rendermanager/lightsetup.h>
Classes | |
| struct | CachedLightData |
| Shadowing-specific data persistently stored for every light. More... | |
| struct | PersistentData |
| Data used by the shadow handler that needs to persist over multiple frames. More... | |
| struct | ShadowParameters |
| Shadow method specific parameters. More... | |
Public Member Functions | |
| void | FinalHandleLight (iLight *, CachedLightData &) |
| Final pass, called for each lights. | |
| csFlags | GetLightFlagsMask () const |
| Return which light flags should be masked out before comparing flags of two lights. | |
| size_t | GetLightLayerSpread () const |
| Return up to how many layers shadows for a light may need. | |
| template<typename _CachedLightData > | |
| uint | HandleOneLight (typename RenderTree::MeshNode::SingleMesh &singleMesh, iLight *light, _CachedLightData &lightData, csShaderVariableStack *lightStacks, uint lightNum, uint sublight) |
| Set up shadowing for a mesh/light combination. | |
Static Public Member Functions | |
| static bool | NeedFinalHandleLight () |
| Return whether, at the end of light setup, there should be another pass over every light. | |
Shadow handler for "no" shadows.
Definition at line 316 of file lightsetup.h.
| void CS::RenderManager::ShadowNone< RenderTree, LayerConfigType >::FinalHandleLight | ( | iLight * | , |
| CachedLightData & | |||
| ) | [inline] |
Final pass, called for each lights.
Definition at line 365 of file lightsetup.h.
| csFlags CS::RenderManager::ShadowNone< RenderTree, LayerConfigType >::GetLightFlagsMask | ( | ) | const [inline] |
Return which light flags should be masked out before comparing flags of two lights.
Definition at line 371 of file lightsetup.h.
| size_t CS::RenderManager::ShadowNone< RenderTree, LayerConfigType >::GetLightLayerSpread | ( | ) | const [inline] |
Return up to how many layers shadows for a light may need.
Definition at line 374 of file lightsetup.h.
| uint CS::RenderManager::ShadowNone< RenderTree, LayerConfigType >::HandleOneLight | ( | typename RenderTree::MeshNode::SingleMesh & | singleMesh, |
| iLight * | light, | ||
| _CachedLightData & | lightData, | ||
| csShaderVariableStack * | lightStacks, | ||
| uint | lightNum, | ||
| uint | sublight | ||
| ) | [inline] |
Set up shadowing for a mesh/light combination.
Definition at line 353 of file lightsetup.h.
| static bool CS::RenderManager::ShadowNone< RenderTree, LayerConfigType >::NeedFinalHandleLight | ( | ) | [inline, static] |
Return whether, at the end of light setup, there should be another pass over every light.
Definition at line 363 of file lightsetup.h.