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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FLightSceneProxy
- FLocalLightSceneProxy
- FRectLightSceneProxy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/LightSceneProxy.h |
Include | #include "LightSceneProxy.h" |
Syntax
class FLightSceneProxy
Remarks
Encapsulates the data which is used to render a light by the rendering thread. The constructor is called from the game thread, and after that the rendering thread owns the object. FLightSceneProxy is in the engine module and is subclassed to implement various types of lights.
Variables
Type | Name | Description | |
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const FLinearColor | AtmosphereSunDiskColorScale | |
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const uint8 | AtmosphereSunLightIndex | The index of the atmospheric light. |
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const uint8: 1 | bAffectGlobalIllumination | Whether the light affects global illumination, when ray-traced global illumination is enabled. |
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const uint8: 1 | bAffectReflection | Whether the light affects objects in reflections, when ray-traced reflection is enabled. |
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const uint8: 1 | bAffectTranslucentLighting | Whether the light affects translucency or not. |
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uint8: 1 | bCastDynamicShadow | True if the light casts dynamic shadows. |
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const uint8: 1 | bCastHairStrandsDeepShadow | |
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uint8: 1 | bCastModulatedShadows | Whether the light will cast modulated shadows when using the forward renderer (mobile). |
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const uint8: 1 | bCastShadowsFromCinematicObjectsOnly | |
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const uint8: 1 | bCastStaticShadow | True if the light casts static shadows. |
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const uint8: 1 | bCastTranslucentShadows | Whether the light is allowed to cast dynamic shadows from translucency. |
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const uint8: 1 | bCastVolumetricShadow | |
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uint8: 1 | bContactShadowLengthInWS | True: length of screen space ray trace for sharp contact shadows is in world space. |
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const uint8: 1 | bForceCachedShadowsForMovablePrimitives | |
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const uint8: 1 | bMovable | True if the light's Mobility is set to Movable. |
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const uint8: 1 | bStaticLighting | Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. |
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uint8: 1 | bStaticShadowing | Whether the light has static direct shadowing. |
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uint8: 1 | bTransmission | Whether light from this light transmits through surfaces with subsurface scattering profiles. |
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const uint8: 1 | bUsedAsAtmosphereSunLight | Whether to consider light as a sunlight for atmospheric scattering and exponential height fog. |
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const uint8: 1 | bUseRayTracedDistanceFieldShadows | Whether to use ray traced distance field area shadows. |
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uint8: 1 | bUseVirtualShadowMaps | Whether to use virtual shadow maps. |
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uint8: 1 | bUseWholeSceneCSMForMovableObjects | Whether to render csm shadows for movable objects only (mobile). |
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const TEnumAsByte< ECastRayTracedShadow::Type > | CastRaytracedShadow | Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). |
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FLinearColor | Color | The light color. |
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FName | ComponentName | The name of the light component. |
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float | ContactShadowCastingIntensity | Intensity of the shadows cast by primitives with "cast contact shadow" enabled. |
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float | ContactShadowLength | Length of screen space ray trace for sharp contact shadows. |
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float | ContactShadowNonCastingIntensity | Intensity of the shadows cast by primitives with "cast contact shadow" disabled. |
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float | DeepShadowLayerDistribution | Deep shadow layer distribution. |
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uint32 | FarShadowCascadeCount | Only for whole scene directional lights, 0: no FarShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and FarShadowDistance that are covered by distant shadow cascades. |
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float | FarShadowDistance | Only for whole scene directional lights, if FarShadowCascadeCount > 0 and FarShadowDistance >= WholeSceneDynamicShadowRadius, where far shadow cascade should end. |
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uint32 | IESAtlasId | IES texture atlas id. |
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UTextureLightProfile * | IESTexture | IES texture (light profiles from real world measured data) We are safe to store a U pointer as those objects get deleted deferred, storing an FTexture pointer would crash if we recreate the texture |
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float | IndirectLightingScale | Scale for indirect lighting from this light. When 0, indirect lighting is disabled. |
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FName | LevelName | The name of the level the light is in. |
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const ULightComponent * | LightComponent | The light component. |
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float | LightFunctionDisabledBrightness | |
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float | LightFunctionFadeDistance | |
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const FMaterialRenderProxy * | LightFunctionMaterial | |
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FVector | LightFunctionScale | Light function parameters. |
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FGuid | LightGuid | The light's persistent shadowing GUID. |
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uint8 | LightingChannelMask | |
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FLightSceneInfo * | LightSceneInfo | The light's scene info. |
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FMatrix | LightToWorld | A transform from light space into world space. |
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const uint8 | LightType | The light type (ELightComponentType) |
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FLinearColor | ModulatedShadowColor | Modulated shadow color. |
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FVector4 | Position | The homogenous position of the light. |
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int32 | PreviewShadowMapChannel | Transient shadowmap channel used to preview the results of stationary light shadowmap packing. |
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float | RayStartOffsetDepthScale | |
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uint32 | SamplesPerPixel | Samples per pixel for ray tracing |
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FSceneInterface * | SceneInterface | The scene the primitive is in. |
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float | ShadowAmount | Control the amount of shadow occlusion. |
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float | ShadowBias | User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float |
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int32 | ShadowMapChannel | Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass. |
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float | ShadowResolutionScale | |
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float | ShadowSharpen | Sharpen shadow filtering |
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float | ShadowSlopeBias | User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float |
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float | SpecularScale | Specular scale |
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const FStaticShadowDepthMap * | StaticShadowDepthMap | |
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TStatId | StatId | Used for dynamic stats |
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float | VolumetricScatteringIntensity | Scales this light's intensity for volumetric scattering. |
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FMatrix | WorldToLight | A transform from world space into light space. |
Constructors
Type | Name | Description | |
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FLightSceneProxy
(
const ULightComponent* InLightComponent |
Initialization constructor. |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | ||
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bool | ||
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bool | AffectsBounds
(
const FBoxSphereBounds& Bounds |
Tests whether the light affects the given bounding volume. |
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bool | ||
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void | ApplyWorldOffset
(
FVector InOffset |
Shifts light position and all relevant data by an arbitrary delta. Called on world origin changes |
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bool | ||
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bool | ||
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bool | ||
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TEnumAsByte< ECastRayTracedShadow::Type > | ||
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bool | ||
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bool | ||
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bool | ||
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bool | ||
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FLinearColor | ||
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uint8 | ||
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FLinearColor | ||
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FSphere | ||
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bool | ||
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bool | ||
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bool | ||
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FLinearColor | ||
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float | ||
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float | ||
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float | ||
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float | ||
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float | ||
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float | ||
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float | ||
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const FLinearColor & | GetColor () |
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FName | ||
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float | ||
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float | ||
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float | ||
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float | ||
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FVector | GetDirection () |
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FVector2D | GetDirectionalLightDistanceFadeParameters
(
ERHIFeatureLevel::Type InFeatureLevel, |
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int32 | ||
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float | GetEffectiveScreenRadius
(
const FViewMatrices& ShadowViewMatrices, |
TODO: refactor this to move into the shadow scene renderer. |
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float | GetFadeRange () |
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bool | ||
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UTextureLightProfile * | ||
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FTexture * | ||
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float | ||
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FName | GetLevelName () |
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const ULightComponent * | Note: The Rendering thread must not dereference UObjects! The game thread owns UObject state and may be writing to them at any time. | |
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float | ||
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float | ||
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const FMaterialRenderProxy * | ||
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FVector | ||
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FGuid | GetLightGuid () |
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uint8 | ||
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FVector | GetLightPositionForLightShafts
(
FVector ViewOrigin |
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FLightSceneInfo * | ||
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void | GetLightShaderParameters
(
FLightRenderParameters& OutLightParameters, |
Accesses parameters needed for rendering the light. |
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bool | GetLightShaftOcclusionParameters
(
float& OutOcclusionMaskDarkness, |
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float | ||
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const FMatrix & | ||
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uint8 | GetLightType () |
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float | ||
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const FLinearColor & | ||
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uint32 | GetNumViewDependentWholeSceneShadows
(
const FSceneView& View, |
Returns the number of view dependent shadows this light will create, not counting distance field shadow cascades. |
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FVector | GetOrigin () |
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float | ||
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FLinearColor | ||
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FLinearColor | ||
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const FString & | Use to get the owning actor label (or component name as fallback, if the owner is null or ENABLE_DEBUG_LABELS is off) for diagnostic messages, debug or profiling. | |
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bool | GetPerObjectProjectedShadowInitializer
(
const FBoxSphereBounds& SubjectBounds, |
Sets up a projected shadow initializer for the given subject. |
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bool | ||
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FVector4 | GetPosition () |
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int32 | ||
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float | GetRadius () |
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float | ||
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uint32 | ||
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FSceneInterface * | ||
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bool | GetScissorRect
(
FIntRect& ScissorRect, |
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const float | ||
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int32 | ||
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float | ||
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float | ||
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float | ||
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FSphere | GetShadowSplitBounds
(
const FSceneView& View, |
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FSphere | GetShadowSplitBoundsDepthRange
(
const FSceneView& View, |
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float | ||
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float | ||
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const FStaticShadowDepthMap * | ||
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TStatId | GetStatId () |
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FLinearColor | ||
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FLinearColor | ||
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float | ||
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float | ||
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float | ||
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bool | ||
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float | Accessors. | |
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float | ||
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bool | GetViewDependentWholeSceneProjectedShadowInitializer
(
const FSceneView& View, |
Sets up a projected shadow initializer that's dependent on the current view for shadows from the entire scene. |
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float | ||
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bool | GetWholeSceneProjectedShadowInitializer
(
const FSceneViewFamily& ViewFamily, |
Sets up a projected shadow initializer for shadows from the entire scene. |
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const FMatrix & | ||
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bool | ||
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bool | ||
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bool | ||
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bool | ||
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bool | ||
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bool | IsLocalLight () |
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bool | IsMovable () |
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bool | IsRectLight () |
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bool | ||
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void | SetAtmosphereRelatedProperties
(
FLinearColor TransmittanceTowardSunIn, |
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void | SetColor
(
const FLinearColor& InColor |
Updates the light's color. |
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bool | SetScissorRect
(
FRHICommandList& RHICmdList, |
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void | SetTransform
(
const FMatrix& InLightToWorld, |
Updates the light proxy's cached transforms. |
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bool | Whether this light should create per object shadows for dynamic objects. | |
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bool | ShouldCreateRayTracedCascade
(
ERHIFeatureLevel::Type Type, |
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bool | Transmission () |
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bool | Whether this light should create CSM for dynamic objects only (forward renderer) | |
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bool | ||
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bool |
Deprecated Functions
Type | Name | Description | |
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float | GetEffectiveScreenRadius
(
const FViewMatrices& ShadowViewMatrices |
The GetEffectiveScreenRadius() that uses the screen-percentage scaled view rect (above) is used now. |