| FLightSceneProxy
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/SceneManagement.h |
Include |
#include "SceneManagement.h" |
class FLightSceneProxy
Encapsulates the data which is used to render a light by the rendering thread. The constructor is called from the game thread, and after that the rendering thread owns the object. FLightSceneProxy is in the engine module and is subclassed to implement various types of lights.
Name | Description | ||
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const FLinearCo... |
AtmosphereSunDiskColorScale |
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const uint8 |
AtmosphereSunLightIndex |
The index of the atmospheric light. |
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const uint8: 1 |
bAffectDynamicIndirectLighting |
Does the light have dynamic GI? |
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const uint8: 1 |
bAffectGlobalIllumination |
Whether the light affects global illumination, when ray-traced global illumination is enabled. |
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const uint8: 1 |
bAffectReflection |
Whether the light affects objects in reflections, when ray-traced reflection is enabled. |
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const uint8: 1 |
bAffectTranslucentLighting |
Whether the light affects translucency or not. |
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const uint8: 1 |
bCastDynamicShadow |
True if the light casts dynamic shadows. |
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const uint8: 1 |
bCastHairStrandsDeepShadow |
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uint8: 1 |
bCastModulatedShadows |
Whether the light will cast modulated shadows when using the forward renderer (mobile). |
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const uint8: 1 |
bCastRaytracedShadow |
Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). |
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const uint8: 1 |
bCastShadowsFromCinematicObjectsOnly |
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const uint8: 1 |
bCastStaticShadow |
True if the light casts static shadows. |
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const uint8: 1 |
bCastTranslucentShadows |
Whether the light is allowed to cast dynamic shadows from translucency. |
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const uint8: 1 |
bCastVolumetricShadow |
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uint8: 1 |
bContactShadowLengthInWS |
True: length of screen space ray trace for sharp contact shadows is in world space. |
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const uint8: 1 |
bForceCachedShadowsForMovablePrimitives |
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const uint8: 1 |
bHasReflectiveShadowMap |
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bMobileMovablePointLightShouldBeRender |
Cached ShouldBeRender for mobile, since if the ShouldBeRender is changed we have to update the movable point lights uniform buffer. |
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bMobileMovablePointLightShouldCastShadow |
Cached DynamicShadows show flag for mobile, since if the show flag is changed we have to update the movable point lights uniform buffer. |
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bMobileMovablePointLightUniformBufferNeedsUpdate |
If this is TRUE, the light's mobile movable point light uniform buffer needs to be updated before it can be used for mobile base pass rendering. |
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const uint8: 1 |
bMovable |
True if the light's Mobility is set to Movable. |
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const uint8: 1 |
bStaticLighting |
Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. |
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const uint8: 1 |
bStaticShadowing |
Whether the light has static direct shadowing. |
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uint8: 1 |
bTiledDeferredLightingSupported |
Whether the light supports rendering in tiled deferred pass |
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const uint8: 1 |
bTransmission |
Whether light from this light transmits through surfaces with subsurface scattering profiles. |
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const uint8: 1 |
bUsedAsAtmosphereSunLight |
Whether to consider light as a sunlight for atmospheric scattering and exponential height fog. |
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const uint8: 1 |
bUseRayTracedDistanceFieldShadows |
Whether to use ray traced distance field area shadows. |
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uint8: 1 |
bUseWholeSceneCSMForMovableObjects |
Whether to render csm shadows for movable objects only (mobile). |
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Color |
The light color. |
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ComponentName |
The name of the light component. |
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float |
ContactShadowLength |
Length of screen space ray trace for sharp contact shadows. |
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float |
DeepShadowLayerDistribution |
Deep shadow layer distribution. |
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FarShadowCascadeCount |
Only for whole scene directional lights, 0: no FarShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and FarShadowDistance that are covered by distant shadow cascades. |
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float |
FarShadowDistance |
Only for whole scene directional lights, if FarShadowCascadeCount > 0 and FarShadowDistance >= WholeSceneDynamicShadowRadius, where far shadow cascade should end. |
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IESTexture |
IES texture (light profiles from real world measured data) We are safe to store a U pointer as those objects get deleted deferred, storing an FTexture pointer would crash if we recreate the texture |
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float |
IndirectLightingScale |
Scale for indirect lighting from this light. When 0, indirect lighting is disabled. |
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LevelName |
The name of the level the light is in. |
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const ULightCom... |
LightComponent |
The light component. |
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float |
LightFunctionDisabledBrightness |
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float |
LightFunctionFadeDistance |
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const FMaterial... |
LightFunctionMaterial |
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LightFunctionScale |
Light function parameters. |
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LightGuid |
The light's persistent shadowing GUID. |
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LightingChannelMask |
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FLightSceneInfo... |
LightSceneInfo |
The light's scene info. |
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LightToWorld |
A transform from light space into world space. |
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const uint8 |
LightType |
The light type (ELightComponentType) |
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MobileMovablePointLightShadowmapMinMax |
Cached the spotlight shadow map min and max value for mobile, since if the value is changed we have to update the movable point lights uniform buffer. |
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MobileMovablePointLightUniformBuffer |
The movable point light's uniform buffer for mobile. |
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ModulatedShadowColor |
Modulated shadow color. |
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Position |
The homogenous position of the light. |
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PreviewShadowMapChannel |
Transient shadowmap channel used to preview the results of stationary light shadowmap packing. |
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float |
RayStartOffsetDepthScale |
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SamplesPerPixel |
Samples per pixel for ray tracing |
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SceneInterface |
The scene the primitive is in. |
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float |
ShadowAmount |
Control the amount of shadow occlusion. |
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float |
ShadowBias |
User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float |
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ShadowMapChannel |
Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass. |
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float |
ShadowResolutionScale |
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float |
ShadowSharpen |
Sharpen shadow filtering |
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float |
ShadowSlopeBias |
User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float |
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float |
SpecularScale |
Specular scale |
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const FStaticSh... |
StaticShadowDepthMap |
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StatId |
Used for dynamic stats |
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float |
VolumetricScatteringIntensity |
Scales this light's intensity for volumetric scattering. |
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WorldToLight |
A transform from world space into light space. |
Name | Description | |
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FLightSceneProxy ( |
Initialization constructor. |
Name | Description | |
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~FLightSceneProxy() |