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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Namespaces | |
namespace | ClusteredForward |
These settings control the clustered renderer and how we batch lights per tile & cluster. | |
Variables | |
constexpr U8 | MAX_SHADOW_CASTING_DIRECTIONAL_LIGHTS = 2u |
How many lights (in order as passed to the shader for the node) should cast shadows. | |
constexpr U8 | MAX_SHADOW_CASTING_POINT_LIGHTS = 4u |
constexpr U8 | MAX_SHADOW_CASTING_SPOT_LIGHTS = 6u |
constexpr U8 | MAX_SHADOW_CASTING_LIGHTS = MAX_SHADOW_CASTING_DIRECTIONAL_LIGHTS + MAX_SHADOW_CASTING_POINT_LIGHTS + MAX_SHADOW_CASTING_SPOT_LIGHTS |
Maximum number of shadow casting lights processed per frame. | |
constexpr U8 | MAX_CSM_SPLITS_PER_LIGHT = 4u |
Used for CSM or PSSM to determine the maximum number of frustum splits. | |
constexpr U16 | MAX_ACTIVE_LIGHTS_PER_FRAME = 1 << 12 |
Maximum number of lights we process per frame. We need this upper bound for pre-allocating arrays and setting up shaders. Increasing it shouldn't hurt performance in a linear fashion. | |
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