44 lines
1.9 KiB
Ucode
44 lines
1.9 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class DominantDirectionalLightComponent extends DirectionalLightComponent
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native(Light)
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hidecategories(Object)
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dependson(EngineTypes)
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editinlinenew;
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var private {private} const DominantShadowInfo DominantLightShadowInfo;
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/** Array of depths to the furthest shadow casting geometry in each shadowmap cell, quantized to a WORD and stored relative to LightSpaceImportanceBounds.Min.Z. */
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var private {private} const native Array_Mirror DominantLightShadowMap{TArrayNoInit<WORD>};
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cpptext
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{
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virtual void Serialize(FArchive& Ar);
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virtual ELightComponentType GetLightType() const;
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virtual void InvalidateLightingCache();
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/**
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* Called after property has changed via e.g. property window or set command.
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*
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* @param PropertyThatChanged UProperty that has been changed, NULL if unknown
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*/
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void FinishDestroy();
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/** Returns information about the data used to calculate dominant shadow transition distance. */
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void GetInfo(INT& SizeX, INT& SizeY, SIZE_T& ShadowMapBytes) const;
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/** Populates DominantLightShadowMap and DominantLightShadowInfo with the results from a lighting build. */
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void Initialize(const FDominantShadowInfo& InInfo, const TArray<WORD>& InShadowMap, UBOOL bOnlyVisible);
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/** Returns the distance to the nearest dominant shadow transition, in world space units, starting from the edge of the bounds. */
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FLOAT GetDominantShadowTransitionDistance(const FBoxSphereBounds& Bounds, FLOAT MaxSearchDistance, UBOOL bDebugSearch, TArray<class FDebugShadowRay>& DebugRays, UBOOL& bLightingIsBuilt) const;
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/** Returns true if the dominant light has valid shadow map data */
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UBOOL IsDominantLightShadowMapValid() const
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{
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return DominantLightShadowMap.Num() > 0;
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}
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}
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defaultproperties
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{
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LightShadowMode=LightShadow_Normal
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}
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