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KF2-Dev-Scripts/Engine/Classes/LightEnvironmentComponent.uc

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2020-12-13 15:01:13 +00:00
/**
* This is used by the scene management to isolate lights and primitives.
* For lighting and actor or component use a DynamicLightEnvironmentComponent.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class LightEnvironmentComponent extends ActorComponent
native(Light);
/** Whether the light environment is used or treated the same as a LightEnvironment=NULL reference. */
var() protected{protected} const bool bEnabled;
/** Whether the light environment should override GSystemSettings.bUseCompositeDynamicLights, and never composite dynamic lights into the light environment. */
var bool bForceNonCompositeDynamicLights;
/**
* Whether lit translucency using this light environment is allowed to receive dynamic shadows from the static environment.
* When FALSE, cheaper on/off shadowing will be applied based on the distance to the dominant shadow transition.
*/
var bool bAllowDynamicShadowsOnTranslucency;
/** Whether primitives using this light environment will create a preshadow (dynamic shadow from the static environment onto a dynamic object). */
var const transient protected {protected} bool bAllowPreShadow;
/** Shadowing factor applied to AffectingDominantLight. */
var const transient protected {protected} float DominantShadowFactor;
/** Contains the shadow factor used on translucency using this light environment when bAllowDynamicShadowsOnTranslucency is FALSE. */
var const transient protected {protected} bool bTranslucencyShadowed;
/** The single dominant light that is allowed to affect this light environment. */
var const transient protected {protected} LightComponent AffectingDominantLight;
/** Array of primitive components which are using this light environment and currently attached. */
var const transient protected {protected} array<PrimitiveComponent> AffectedComponents;
cpptext
{
/**
* Signals to the light environment that a light has changed, so the environment may need to be updated.
* @param Light - The light that changed.
*/
virtual void UpdateLight(const ULightComponent* Light) {}
// Methods that update AffectedComponents
void AddAffectedComponent(UPrimitiveComponent* NewComponent);
void RemoveAffectedComponent(UPrimitiveComponent* OldComponent);
// Accessors
const ULightComponent* GetAffectingDominantLight() const { return AffectingDominantLight; }
UBOOL AllowDynamicShadowsOnTranslucency() const { return bAllowDynamicShadowsOnTranslucency; }
UBOOL IsTranslucencyShadowed() const { return bTranslucencyShadowed; }
UBOOL AllowPreShadow() const { return bAllowPreShadow; }
FLOAT GetDominantShadowFactor() const { return DominantShadowFactor; }
virtual void SetNeedsStaticUpdate() {}
const TArrayNoInit<UPrimitiveComponent*>& GetAffectedComponents() const { return AffectedComponents; }
/** Adds lights that affect this Light Environment to RelevantLightList. */
virtual void AddRelevantLights(TArray<ALight*>& RelevantLightList, UBOOL bDominantOnly) const {}
friend class FDynamicLightEnvironmentState;
friend void DrawLightEnvironmentDebugInfo(const FSceneView* View,FPrimitiveDrawInterface* PDI);
}
/**
* Changes the value of bEnabled.
* @param bNewEnabled - The value to assign to bEnabled.
*/
native final function SetEnabled(bool bNewEnabled);
/** Returns whether the light environment is enabled */
native final function bool IsEnabled() const;
defaultproperties
{
`if(`__TW_LIGHTING_MODIFICATIONS_)
bEnabled=False
`else
bEnabled=True
`endif
bAllowPreShadow=True
DominantShadowFactor=1.0
}