Files
FlaxEngine/Source/Engine/Level/Actors/DirectionalLight.h
2025-04-12 22:09:12 +02:00

62 lines
2.5 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Light.h"
/// <summary>
/// Directional light emits light from direction in space.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\"), ActorToolbox(\"Lights\")")
class FLAXENGINE_API DirectionalLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(DirectionalLight);
public:
/// <summary>
/// The partitioning mode for the shadow cascades.
/// </summary>
API_FIELD(Attributes="EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
PartitionMode PartitionMode = PartitionMode::Manual;
/// <summary>
/// The number of cascades used for slicing the range of depth covered by the light during shadow rendering. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.
/// </summary>
API_FIELD(Attributes="EditorOrder(65), DefaultValue(4), Limit(1, 4), EditorDisplay(\"Shadow\")")
int32 CascadeCount = 4;
/// <summary>
/// Percentage of the shadow distance used by the first cascade.
/// </summary>
API_FIELD(Attributes="EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade1Spacing = 0.05f;
/// <summary>
/// Percentage of the shadow distance used by the second cascade.
/// </summary>
API_FIELD(Attributes="EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade2Spacing = 0.15f;
/// <summary>
/// Percentage of the shadow distance used by the third cascade.
/// </summary>
API_FIELD(Attributes="EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade3Spacing = 0.50f;
/// <summary>
/// Percentage of the shadow distance used by the fourth cascade.
/// </summary>
API_FIELD(Attributes="EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade4Spacing = 1.0f;
public:
// [LightWithShadow]
void Draw(RenderContext& renderContext) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
protected:
// [LightWithShadow]
void OnTransformChanged() override;
};