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#preflight 6321b8948838676d103d3e75 #rb andrew.lauritzen #preflight 632ae18af87253e02153cd56 [CL 22201428 by ola olsson in ue5-main branch]
28 lines
1.5 KiB
C
28 lines
1.5 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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VirtualShadowMapDefinitions.h: used in virtual shadow map shaders and C++ code to define common constants
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_NONE 0
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_SHADOW_FACTOR (1 << 0)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_OR_MIP (1 << 1)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_VIRTUAL_PAGE (1 << 2)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CACHED_PAGE (1 << 3)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_SMRT_RAY_COUNT (1 << 4)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_VIRTUAL_SPACE (1 << 5)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_GENERAL_DEBUG (1 << 6)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_DIRTY_PAGE (1 << 7)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_GPU_INVALIDATED_PAGE (1 << 8)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_MERGED_PAGE (1 << 9)
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#define VSM_PROJ_FLAG_CURRENT_DISTANT_LIGHT (1U << 0)
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#define VSM_PROJ_FLAG_UNCACHED (1U << 1) // Used to indicate that the light is uncached and should only render to dynamic pages
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// Hard limit for max distant lights supported 8k for now - we may revise later. We need to keep them in a fixed range for now to make allocation easy and minimize overhead for indexing.
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#define VSM_MAX_SINGLE_PAGE_SHADOW_MAPS (1024U * 8U)
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