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An interface to cached lighting for a specific mesh.
| Name | FLightCacheInterface |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
class FLightCacheInterface
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FLightCacheInterface() |
SceneManagement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanUsePrecomputedLightingParametersFromGPUScene | bool | Load parameters from GPUScene when possible Basically this is the same as VF_SUPPORTS_PRIMITIVE_SCENE_DATA on the vertex factory, but we can't deduce automatically because we don't know about VF type until we see the actual mesh batch | SceneManagement.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGlobalVolumeLightmap | bool | SceneManagement.h | ||
| LightMap | const FLightMap * | The light-map used by the element. may be 0. | SceneManagement.h | |
| PrecomputedLightingUniformBuffer | FUniformBufferRHIRef | The uniform buffer holding mapping the lightmap policy resources. | SceneManagement.h | |
| ResourceCluster | const FLightmapResourceCluster * | SceneManagement.h | ||
| ShadowMap | const FShadowMap * | The shadowmap used by the element, may be 0. | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreatePrecomputedLightingUniformBuffer_RenderingThread
(
ERHIFeatureLevel::Type FeatureLevel |
SceneManagement.h | ||
FLightInteraction GetInteraction
(
const FLightSceneProxy* LightSceneProxy |
SceneManagement.h | ||
const FLightMap * GetLightMap() |
SceneManagement.h | ||
FLightMapInteraction GetLightMapInteraction
(
ERHIFeatureLevel::Type InFeatureLevel |
SceneManagement.h | ||
FRHIUniformBuffer * GetPrecomputedLightingBuffer() |
SceneManagement.h | ||
const FLightmapResourceCluster * GetResourceCluster() |
SceneManagement.h | ||
const FShadowMap * GetShadowMap() |
SceneManagement.h | ||
FShadowMapInteraction GetShadowMapInteraction
(
ERHIFeatureLevel::Type InFeatureLevel |
SceneManagement.h | ||
ELightInteractionType GetStaticInteraction
(
const FLightSceneProxy* LightSceneProxy, |
Helper function to implement GetInteraction(), call after checking for this: if(LightSceneProxy->HasStaticShadowing()) | SceneManagement.h | |
bool GetVirtualTextureLightmapProducer
(
ERHIFeatureLevel::Type FeatureLevel, |
SceneManagement.h | ||
void SetGlobalVolumeLightmap
(
bool bInGlobalVolumeLightmap |
SceneManagement.h | ||
void SetLightMap
(
const FLightMap* InLightMap |
SceneManagement.h | ||
void SetPrecomputedLightingBuffer
(
FRHIUniformBuffer* InPrecomputedLightingUniformBuffer |
SceneManagement.h | ||
void SetResourceCluster
(
const FLightmapResourceCluster* InResourceCluster |
SceneManagement.h | ||
void SetShadowMap
(
const FShadowMap* InShadowMap |
SceneManagement.h |