This is the documentation for Enlighten.
struct Enlighten UE4 UnrealDirectionalLight CachedData
struct Enlighten::UE4::UnrealDirectionalLight::CachedData
  └>Enlighten::InputLightBase
Cached data for DirectionalLight.
Variables
Name | Description |
---|---|
Geo::v128 m_Colour | RGB intensity of the light (linear space). |
Geo::v128 m_Direction | World space position of light. |
bool m_HasChanged | Whether the light has changed since it was last given to the extended direct lighting api. |
Geo::u32 m_HasVisibility | Has visisibility data? |
const eLightType m_LightType | Type of input light corresponding to an eLightType enum value. |
Geo::u64 m_Padding | Unused (this class is usually extended by one that starts with multiple v128s) |
const Geo::u8 * m_VisibilityData | Visibility data. |
Geo::s64 m_VisibilityDataU64 | Visibility data. |
Functions
GEO_CONTROLLED_INLINE Enlighten::UE4::UnrealDirectionalLight::CachedData::CachedData
public: GEO_CONTROLLED_INLINE CachedData
(
  const UnrealDirectionalLight & directionalLight,
  const void * perDusterVisibility
)
Constructor.
void Enlighten::UE4::UnrealDirectionalLight::CachedData::Hash
public: void Hash
(
  Helpers::Hasher & hash,
  Geo::u32 clusterVisSize,
  Geo::u32 quadVisSize
)
Hash the light data.
Enlighten::InputLightBase::InputLightBase
protected: InputLightBase
(
  eLightType lightType
)
Constructor.
Enlighten::InputLightBase::InputLightBase
protected: InputLightBase
(
  eLightType lightType,
  bool hasChanged
)
Constructor.
GEO_CONTROLLED_INLINE bool Enlighten::UE4::UnrealDirectionalLight::CachedData::IsIntersectingCluster
public: GEO_CONTROLLED_INLINE bool IsIntersectingCluster
(
  const Geo::v128 & bbMin,
  const Geo::v128 & bbMax,
  const Geo::v128 & minNormalFlipped,
  const Geo::v128 & maxNormalFlipped
) const
Complex light V normalBoundingBox intersection test.
GEO_CONTROLLED_INLINE bool Enlighten::UE4::UnrealDirectionalLight::CachedData::IsIntersectingClusterGroup
public: GEO_CONTROLLED_INLINE bool IsIntersectingClusterGroup
(
  const Geo::v128 & bbMin,
  const Geo::v128 & bbMax,
  const Geo::v128 & minNormalFlipped,
  const Geo::v128 & maxNormalFlipped
) const
Light v ClusterGroup Bounding box intersection test.
GEO_CONTROLLED_INLINE bool Enlighten::UE4::UnrealDirectionalLight::CachedData::IsIntersectingSystem
public: GEO_CONTROLLED_INLINE bool IsIntersectingSystem
(
  const Geo::v128 & bbMin,
  const Geo::v128 & bbMax
) const
Simple Light V system BoundingBox intersection test.
GEO_CONTROLLED_INLINE void Enlighten::UE4::UnrealDirectionalLight::CachedData::ShadeFourSamples
public: GEO_CONTROLLED_INLINE void ShadeFourSamples
(
  const Geo::v128 & positionsX,
  const Geo::v128 & positionsY,
  const Geo::v128 & positionsZ,
  const Geo::v128 & normalsX,
  const Geo::v128 & normalsY,
  const Geo::v128 & normalsZ,
  Geo::u32 sampleIdx,
  Geo::v128 & colourOut0,
  Geo::v128 & colourOut1,
  Geo::v128 & colourOut2,
  Geo::v128 & colourOut3
) const
Shares the four given samples.
GEO_CONTROLLED_INLINE Geo::v128 Enlighten::UE4::UnrealDirectionalLight::CachedData::ShadeQuad
public: GEO_CONTROLLED_INLINEGeo::v128 ShadeQuad
(
  const Geo::v128 & positionsX,
  const Geo::v128 & positionsY,
  const Geo::v128 & positionsZ,
  const Geo::v128 & normalsX,
  const Geo::v128 & normalsY,
  const Geo::v128 & normalsZ,
  Geo::u32 clusterIdx,
  Geo::u32 quadIdx
) const
Shade the given quad.
GEO_CONTROLLED_INLINE Geo::v128 Enlighten::UE4::UnrealDirectionalLight::CachedData::ShadeQuadIntensities
public: GEO_CONTROLLED_INLINEGeo::v128 ShadeQuadIntensities
(
  const Geo::v128 & positionsX,
  const Geo::v128 & positionsY,
  const Geo::v128 & positionsZ,
  const Geo::v128 & normalsX,
  const Geo::v128 & normalsY,
  const Geo::v128 & normalsZ,
  const Geo::v128 & visibilityMask
) const
Shades the given quads.