FShadowMap2D

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ShadowMap.h

Include

#include "ShadowMap.h"

Syntax

class FShadowMap2D : public FShadowMap

Variables

Name Description

Protected variable

bool[4]

 

bChannelValid

Tracks which of the 4 channels has valid texture data.

Protected variable

FVector2D

 

CoordinateBias

The bias which is applied to the shadow-map coordinates before sampling the shadow-map textures.

Protected variable

FVector2D

 

CoordinateScale

The scale which is applied to the shadow-map coordinates before sampling the shadow-map textures.

Protected variable

FVector4

 

InvUniformPenumbraSize

Stores the inverse of the penumbra size, normalized.

Protected variable

UShadowMapTextu...

 

Texture

The texture which contains the shadow-map data.

Constructors

Name Description

Public function

FShadowMap2D()

Public function

FShadowMap2D

(
    const TMap< ULightComponent*, ...
)

Public function

FShadowMap2D

(
    TArray< FGuid > LightGuids
)

Functions

Name Description

Public function Static

TRefCountPtr...

 

AllocateInstancedShadowMap

(
    UObject* LightMapOuter,
    UInstancedStaticMeshComponent*...,
    TArray< TMap< ULightComponent*...,
    UMapBuildDataRegistry* Registr...,
    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.

Public function Static

TRefCountPtr...

 

AllocateShadowMap

(
    UObject* LightMapOuter,
    const TMap< ULightComponent*, ...,
    const FBoxSphereBounds& Bounds,
    ELightMapPaddingType InPaddingType,
    EShadowMapFlags InShadowmapFlags
)

Public function Static

int32

 

EncodeSingleTexture

(
    ULevel* LightingScenario,
    FShadowMapPendingTexture& PendingT...,
    UShadowMapTexture2D* Texture,
    TArray< TArray< FFourDistanceFieldS...
)

Constructs mip maps for a single shadowmap texture.

Public function Static

void

 

EncodeTextures

(
    UWorld* InWorld,
    ULevel* LightingScenario,
    bool bLightingSuccessful,
    bool bMultithreadedEncode
)

Executes all pending shadow-map encoding requests.

Public function Const

const FVecto...

 

GetCoordinateBias()

Public function Const

const FVecto...

 

GetCoordinateScale()

Public function Static

bool

 

GetStatusUpdate()

Public function Const

const UTextu...

 

GetTexture()

Accessors.

Public function

UTexture2D &...

 

GetTexture()

Accessors.

Public function Const

bool

 

IsShadowFactorTexture()

Public function Const

bool

 

IsValid()

Public function Static

void

 

SetStatusUpdate

(
    bool bInEnable
)

Call to enable/disable status update of LightMap encoding

Overridden from FShadowMap

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Public function Virtual Const

FShadowMapIn...

 

GetInteraction()

Public function Virtual Const

const FShado...

 

GetShadowMap2D()

Public function Virtual

FShadowMap2D...

 

GetShadowMap2D()

Runtime type casting.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Constants

Name

Description

bUpdateStatus

If true, update the status when encoding light maps

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