# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
32 lines
1.1 KiB
C++
32 lines
1.1 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Light.h"
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/// <summary>
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/// Directional light emits light from direction in space.
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/// </summary>
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API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\"), ActorToolbox(\"Lights\")")
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class FLAXENGINE_API DirectionalLight : public LightWithShadow
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{
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DECLARE_SCENE_OBJECT(DirectionalLight);
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public:
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/// <summary>
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/// The number of cascades used for slicing the range of depth covered by the light. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(65), DefaultValue(4), Limit(1, 4), EditorDisplay(\"Shadow\")")
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int32 CascadeCount = 4;
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public:
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// [LightWithShadow]
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void Draw(RenderContext& renderContext) override;
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
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protected:
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// [LightWithShadow]
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void OnTransformChanged() override;
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};
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