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API > API/Runtime > API/Runtime/Engine
| Name | FShadowMap2D |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ShadowMap.h |
| Include Path | #include "ShadowMap.h" |
Syntax
class FShadowMap2D : public FShadowMap
Inheritance Hierarchy
- FDeferredCleanupInterface → FShadowMap → FShadowMap2D
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShadowMap2D
(
TArray< FGuid > LightGuids |
ShadowMap.h | ||
FShadowMap2D
(
const TMap< ULightComponent*, FShadowMapData2D* >& ShadowMapData |
ShadowMap.h | ||
FShadowMap2D () |
ShadowMap.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bUpdateStatus | bool | If true, update the status when encoding light maps | ShadowMap.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FVector2D & GetCoordinateBias() |
ShadowMap.h | ||
const FVector2D & GetCoordinateScale() |
ShadowMap.h | ||
const UTexture2D * GetTexture () |
ShadowMap.h | ||
UTexture2D * GetTexture () |
Accessors. | ShadowMap.h | |
bool IsShadowFactorTexture() |
ShadowMap.h | ||
bool IsValid() |
ShadowMap.h |
Overridden from FShadowMap
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
ShadowMap.h | ||
virtual FShadowMapInteraction GetInteraction() |
ShadowMap.h | ||
virtual const FShadowMap2D * GetShadowMap2D () |
ShadowMap.h | ||
virtual FShadowMap2D * GetShadowMap2D () |
Runtime type casting. | ShadowMap.h | |
virtual void Serialize
(
FArchive& Ar |
ShadowMap.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TRefCountPtr< FShadowMap2D > AllocateInstancedShadowMap
(
UObject* LightMapOuter, |
Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. | ShadowMap.h | |
static TRefCountPtr< FShadowMap2D > AllocateShadowMap
(
UObject* LightMapOuter, |
ShadowMap.h | ||
static int32 EncodeSingleTexture
(
const FStaticLightingBuildContext* LightingContext, |
Constructs mip maps for a single shadowmap texture. | ShadowMap.h | |
static void EncodeTextures
(
const FStaticLightingBuildContext* LightingContext, |
Executes all pending shadow-map encoding requests. | ShadowMap.h | |
static bool GetStatusUpdate() |
ShadowMap.h | ||
static void SetStatusUpdate
(
bool bInEnable |
Call to enable/disable status update of LightMap encoding | ShadowMap.h |