Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/ShadowMap.h |
Include |
#include "ShadowMap.h" |
Source |
/Engine/Source/Runtime/Engine/Private/ShadowMap.cpp |
static TRefCountPtr< FShadowMap2D > AllocateInstancedShadowMap
(
UObject * LightMapOuter,
UInstancedStaticMeshComponent * Component,
TArray< TMap< ULightComponent *, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
UMapBuildDataRegistry * Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType PaddingType,
EShadowMapFlags ShadowmapFlags
)
Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.
Parameter |
Description |
---|---|
Component |
The component that owns this shadowmap |
InstancedShadowMapData |
The raw shadow-map data to fill the texture with. |
Bounds |
The bounds of the primitive the shadow-map will be rendered on. Used as a hint to pack shadow-maps on nearby primitives in the same texture. |
InPaddingType |
the method for padding the shadowmap. |
ShadowmapFlags |
flags that determine how the shadowmap is stored (e.g. streamed or not) |