16 glm::vec3
color = {1.0f, 1.0f, 1.0f};
19 inline static std::vector<float>
CascadePlanes = {0.01, 5.0, 16.0, 32.0, 96.0};
28 glm::vec3 center = glm::vec3(0.0f);
34 glm::mat4
lightView = glm::lookAt(center +
front * 50.0f, center, glm::vec3(0.0f, 1.0f, 0.0f));
36 glm::vec3
min = glm::vec3(std::numeric_limits<float>::max());
37 glm::vec3
max = glm::vec3(std::numeric_limits<float>::lowest());
Definition CameraComponent.hpp:10
Definition DirectionalLightComponent.hpp:13
static glm::vec3 getDirection(const glm::mat4 &lightTransformMatrix)
Definition DirectionalLightComponent.hpp:49
glm::mat4 getLightSpaceMatrix(const glm::mat4 &lightTransformMatrix, const TransformComponent &cameraTransformComponent, const CameraComponent &cameraComponent, uint8_t levelOfDetail) const
Definition DirectionalLightComponent.hpp:21
float intensity
Definition DirectionalLightComponent.hpp:15
static uint8_t LevelsOfDetail
Definition DirectionalLightComponent.hpp:18
glm::vec3 color
Definition DirectionalLightComponent.hpp:16
static std::vector< float > CascadePlanes
Definition DirectionalLightComponent.hpp:19