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