Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/LightMap.h |
Include |
#include "LightMap.h" |
Source |
/Engine/Source/Runtime/Engine/Private/LightMap.cpp |
static TRefCountPtr< FLightMap2D > AllocateInstancedLightMap
(
UObject * LightMapOuter,
UInstancedStaticMeshComponent * Component,
TArray< TUniquePtr< FQuantizedLightmapData >> SourceQuantizedData,
TArray< TMap< ULightComponent *, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
UMapBuildDataRegistry * Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType InPaddingType,
ELightMapFlags LightmapFlags
)
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.
Parameter |
Description |
---|---|
Component |
The component that owns this lightmap |
SourceQuantizedData |
If the data is already quantized, the values will be in here, and not in RawData. |
Bounds |
The bounds of the primitive the light-map will be rendered on. Used as a hint to pack light-maps on nearby primitives in the same texture. |
InPaddingType |
the method for padding the lightmap. |
LightmapFlags |
flags that determine how the lightmap is stored (e.g. streamed or not) |