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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FDeferredCleanupInterface
- FLightMap
- FLightMap2D
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/LightMap.h |
Include | #include "LightMap.h" |
Syntax
class FLightMap2D : public FLightMap
Remarks
A 2D array of incident lighting data.
Variables
Type | Name | Description | |
---|---|---|---|
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FVector4f[NUM_STORED_LIGHTMAP_COEF] | AddVectors | Bias value to apply to the coefficients. |
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TObjectPtr< ULightMapTexture2D > | AOMaterialMaskTexture | |
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bool[4] | bShadowChannelValid | Tracks which of the 4 channels has valid texture data. |
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FVector2D | CoordinateBias | The bias which is applied to the light-map coordinates before sampling the light-map textures. |
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FVector2D | CoordinateScale | The scale which is applied to the light-map coordinates before sampling the light-map textures. |
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FVector4f | InvUniformPenumbraSize | Stores the inverse of the penumbra size, normalized. |
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FVector4f[NUM_STORED_LIGHTMAP_COEF] | ScaleVectors | A scale to apply to the coefficients. |
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TObjectPtr< UShadowMapTexture2D > | ShadowMapTexture | |
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TObjectPtr< ULightMapTexture2D > | SkyOcclusionTexture | |
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TObjectPtr< ULightMapTexture2D >[2] | Textures | The textures containing the light-map data. |
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TObjectPtr< ULightMapVirtualTexture2D >[2] | VirtualTextures | The virtual textures containing the light-map data. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FLightMap2D () |
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FLightMap2D
(
bool InAllowHighQualityLightMaps |
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FLightMap2D
(
const TArray< FGuid >& InLightGuids |
Functions
Type | Name | Description | |
---|---|---|---|
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TRefCountPtr< FLightMap2D > | AllocateInstancedLightMap
(
UObject* LightMapOuter, |
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. |
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TRefCountPtr< FLightMap2D > | AllocateLightMap
(
UObject* LightMapOuter, |
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. |
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int32 | EncodeShadowTexture
(
ULevel* LightingScenario, |
Constructs mip maps for a single shadowmap texture. |
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void | EncodeTextures
(
UWorld* InWorld, |
Executes all pending light-map encoding requests. |
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UTexture2D * | ||
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const FVector2D & | ||
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const FVector2D & | ||
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void | GetReferencedTextures
(
TArray< UTexture2D* >& OutTextures |
|
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UTexture2D * | Returns SkyOcclusionTexture. | |
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bool | ||
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const UTexture2D * | GetTexture
(
uint32 BasisIndex |
Returns the texture containing the RGB coefficients for a specific basis. |
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UTexture2D * | GetTexture
(
uint32 BasisIndex |
Returns the texture containing the RGB coefficients for a specific basis. |
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ULightMapVirtualTexture2D * | GetVirtualTexture
(
uint32 BasisIndex |
|
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bool | IsValid
(
uint32 BasisIndex |
Returns whether the specified basis has a valid lightmap texture or not. |
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bool | ||
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void | SetStatusUpdate
(
bool bInEnable |
Call to enable/disable status update of LightMap encoding |
Overridden from FLightMap
Type | Name | Description | |
---|---|---|---|
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
|
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FLightMapInteraction | GetInteraction
(
ERHIFeatureLevel::Type InFeatureLevel |
|
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FLightMap2D * | Runtime type casting. | |
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const FLightMap2D * | Runtime type casting. | |
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FShadowMapInteraction | GetShadowInteraction
(
ERHIFeatureLevel::Type InFeatureLevel |
|
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void |
Constants
Name | Description |
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bUpdateStatus | If true, update the status when encoding light maps |