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223 行
4.3 KiB
223 行
4.3 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand.
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//
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//
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// LightDefinitions: static fields
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//
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#define MAX_NR_LIGHTS_PER_CAMERA (1024)
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#define VIEWPORT_SCALE_Z (1)
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#define IS_CIRCULAR_SPOT_SHAPE (1)
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#define HAS_COOKIE_TEXTURE (2)
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#define IS_BOX_PROJECTED (4)
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#define HAS_SHADOW (8)
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#define MAX_TYPES (3)
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#define SPOT_LIGHT (0)
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#define SPHERE_LIGHT (1)
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#define BOX_LIGHT (2)
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#define DIRECTIONAL_LIGHT (3)
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#define NR_LIGHT_MODELS (2)
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#define DIRECT_LIGHT (0)
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#define REFLECTION_LIGHT (1)
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// Generated from SFiniteLightData
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// PackingRules = Exact
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struct SFiniteLightData
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{
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float fPenumbra;
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int flags;
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uint uLightType;
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uint uLightModel;
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float3 vLpos; // x: x y: y z: z
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float fLightIntensity;
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float3 vLaxisX; // x: x y: y z: z
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float fRecipRange;
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float3 vLaxisY; // x: x y: y z: z
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float fSphRadiusSq;
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float3 vLaxisZ; // x: x y: y z: z
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float cotan;
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float3 vCol; // x: x y: y z: z
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int iSliceIndex;
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float3 vBoxInnerDist; // x: x y: y z: z
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float fDecodeExp;
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float3 vBoxInvRange; // x: x y: y z: z
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uint uShadowLightIndex;
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float3 vLocalCubeCapturePoint; // x: x y: y z: z
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float fProbeBlendDistance;
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};
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// Generated from SFiniteLightBound
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// PackingRules = Exact
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struct SFiniteLightBound
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{
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float3 vBoxAxisX; // x: x y: y z: z
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float3 vBoxAxisY; // x: x y: y z: z
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float3 vBoxAxisZ; // x: x y: y z: z
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float3 vCen; // x: x y: y z: z
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float2 vScaleXY; // x: x y: y
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float fRadius;
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};
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// Generated from DirectionalLight
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// PackingRules = Exact
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struct DirectionalLight
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{
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float3 vCol; // x: x y: y z: z
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float fLightIntensity;
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float3 vLaxisX; // x: x y: y z: z
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uint uShadowLightIndex;
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float3 vLaxisY; // x: x y: y z: z
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float fPad0;
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float3 vLaxisZ; // x: x y: y z: z
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float fPad1;
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};
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//
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// Accessors for SFiniteLightData
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//
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float GetFPenumbra(SFiniteLightData value)
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{
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return value.fPenumbra;
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}
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int GetFlags(SFiniteLightData value)
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{
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return value.flags;
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}
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uint GetULightType(SFiniteLightData value)
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{
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return value.uLightType;
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}
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uint GetULightModel(SFiniteLightData value)
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{
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return value.uLightModel;
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}
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float3 GetVLpos(SFiniteLightData value)
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{
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return value.vLpos;
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}
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float GetFLightIntensity(SFiniteLightData value)
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{
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return value.fLightIntensity;
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}
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float3 GetVLaxisX(SFiniteLightData value)
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{
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return value.vLaxisX;
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}
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float GetFRecipRange(SFiniteLightData value)
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{
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return value.fRecipRange;
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}
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float3 GetVLaxisY(SFiniteLightData value)
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{
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return value.vLaxisY;
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}
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float GetFSphRadiusSq(SFiniteLightData value)
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{
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return value.fSphRadiusSq;
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}
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float3 GetVLaxisZ(SFiniteLightData value)
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{
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return value.vLaxisZ;
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}
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float GetCotan(SFiniteLightData value)
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{
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return value.cotan;
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}
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float3 GetVCol(SFiniteLightData value)
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{
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return value.vCol;
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}
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int GetISliceIndex(SFiniteLightData value)
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{
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return value.iSliceIndex;
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}
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float3 GetVBoxInnerDist(SFiniteLightData value)
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{
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return value.vBoxInnerDist;
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}
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float GetFDecodeExp(SFiniteLightData value)
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{
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return value.fDecodeExp;
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}
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float3 GetVBoxInvRange(SFiniteLightData value)
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{
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return value.vBoxInvRange;
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}
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uint GetUShadowLightIndex(SFiniteLightData value)
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{
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return value.uShadowLightIndex;
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}
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float3 GetVLocalCubeCapturePoint(SFiniteLightData value)
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{
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return value.vLocalCubeCapturePoint;
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}
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float GetFProbeBlendDistance(SFiniteLightData value)
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{
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return value.fProbeBlendDistance;
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}
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//
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// Accessors for SFiniteLightBound
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//
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float3 GetVBoxAxisX(SFiniteLightBound value)
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{
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return value.vBoxAxisX;
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}
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float3 GetVBoxAxisY(SFiniteLightBound value)
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{
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return value.vBoxAxisY;
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}
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float3 GetVBoxAxisZ(SFiniteLightBound value)
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{
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return value.vBoxAxisZ;
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}
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float3 GetVCen(SFiniteLightBound value)
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{
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return value.vCen;
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}
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float2 GetVScaleXY(SFiniteLightBound value)
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{
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return value.vScaleXY;
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}
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float GetFRadius(SFiniteLightBound value)
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{
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return value.fRadius;
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}
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//
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// Accessors for DirectionalLight
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//
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float3 GetVCol(DirectionalLight value)
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{
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return value.vCol;
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}
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float GetFLightIntensity(DirectionalLight value)
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{
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return value.fLightIntensity;
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}
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float3 GetVLaxisX(DirectionalLight value)
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{
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return value.vLaxisX;
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}
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uint GetUShadowLightIndex(DirectionalLight value)
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{
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return value.uShadowLightIndex;
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}
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float3 GetVLaxisY(DirectionalLight value)
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{
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return value.vLaxisY;
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}
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float GetFPad0(DirectionalLight value)
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{
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return value.fPad0;
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}
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float3 GetVLaxisZ(DirectionalLight value)
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{
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return value.vLaxisZ;
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}
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float GetFPad1(DirectionalLight value)
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{
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return value.fPad1;
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}
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