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Class UBOForwardLight

The uniform buffer object for forward lighting

Hierarchy

  • UBOForwardLight

Index

Properties

Static COUNT

COUNT: number = UBOForwardLight.LIGHT_DIR_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4

Static LIGHTS_PER_PASS

LIGHTS_PER_PASS: number = 1

Static LIGHT_COLOR_OFFSET

LIGHT_COLOR_OFFSET: number = UBOForwardLight.LIGHT_POS_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4

Static LIGHT_DIR_OFFSET

LIGHT_DIR_OFFSET: number = UBOForwardLight.LIGHT_SIZE_RANGE_ANGLE_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4

Static LIGHT_POS_OFFSET

LIGHT_POS_OFFSET: number = 0

Static LIGHT_SIZE_RANGE_ANGLE_OFFSET

LIGHT_SIZE_RANGE_ANGLE_OFFSET: number = UBOForwardLight.LIGHT_COLOR_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4

Static SIZE

SIZE: number = UBOForwardLight.COUNT * 4

Object literals

Static BLOCK

BLOCK: object

binding

binding: ModelLocalBindings = ModelLocalBindings.UBO_FORWARD_LIGHTS

count

count: number = 1

descriptorType

descriptorType: DYNAMIC_UNIFORM_BUFFER = GFXDescriptorType.DYNAMIC_UNIFORM_BUFFER

members

members: { count: number; name: string; type: FLOAT4 }[] = [{ name: 'cc_lightPos', type: GFXType.FLOAT4, count: UBOForwardLight.LIGHTS_PER_PASS },{ name: 'cc_lightColor', type: GFXType.FLOAT4, count: UBOForwardLight.LIGHTS_PER_PASS },{ name: 'cc_lightSizeRangeAngle', type: GFXType.FLOAT4, count: UBOForwardLight.LIGHTS_PER_PASS },{ name: 'cc_lightDir', type: GFXType.FLOAT4, count: UBOForwardLight.LIGHTS_PER_PASS },]

name

name: string = "CCForwardLight"

set

set: SetIndex = SetIndex.LOCAL

stageFlags

stageFlags: FRAGMENT = GFXShaderStageFlagBit.FRAGMENT

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