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| |
| #ifndef QSSG_RENDER_LIGHT_H |
| #define QSSG_RENDER_LIGHT_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists purely as an |
| // implementation detail. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| struct QSSGRenderImage; |
| |
| struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLight : public QSSGRenderNode |
| { |
| enum class Type : quint8 |
| { |
| Unknown = 0, |
| Directional, |
| Point, |
| Area, |
| }; |
| |
| Type m_lightType; // Directional |
| QSSGRenderNode *m_scope; |
| QVector3D m_diffuseColor; // colors are 0-1 normalized |
| QVector3D m_specularColor; // colors are 0-1 normalized |
| QVector3D m_ambientColor; // colors are 0-1 normalized |
| |
| // The variables below are in the same range as Studio |
| // Only valid if node is a point light |
| float m_brightness; // 0-200 |
| float m_constantFade; // 0-200 |
| float m_linearFade; // 0-200 |
| float m_quadraticFade; // 0-200 |
| |
| float m_areaWidth; // 0.01-inf |
| float m_areaHeight; // 0.01-inf |
| |
| bool m_castShadow; // true if this light produce shadows |
| float m_shadowBias; // depth shift to avoid self-shadowing artifacts |
| float m_shadowFactor; // Darkening factor for ESMs |
| quint32 m_shadowMapRes; // Resolution of shadow map |
| float m_shadowMapFar; // Far clip plane for the shadow map |
| float m_shadowFilter; // Shadow map filter step size |
| |
| // Defaults to directional light |
| QSSGRenderLight(); |
| }; |
| QT_END_NAMESPACE |
| |
| #endif |