CeresEngine 0.2.0
A game development framework
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CeresEngine::GlobalIlluminationSettings Struct Referencefinal

Settings that control Global Illumination. More...

#include <CeresEngine/Renderer/RendererCameraSettings.hpp>

Static Public Member Functions

template<typename Processor >
static constexpr void reflect (Processor &&RTTI)
 Executes the given processor for every field of the struct.
 

Public Attributes

bool enabled = false
 
VoxelConeTracingSettings voxelConeTracingSettings
 A structure that allows the user to customize the Voxel Cone Tracing algorithm parameters.
 

Detailed Description

Settings that control Global Illumination.

All frames rendered from that camera will have global illumination enabled.

Member Function Documentation

◆ reflect()

template<typename Processor >
static constexpr void CeresEngine::GlobalIlluminationSettings::reflect ( Processor &&  RTTI)
inlinestaticconstexpr

Executes the given processor for every field of the struct.

Parameters
RTTIThe processor to be ran for every field.

Member Data Documentation

◆ enabled

bool CeresEngine::GlobalIlluminationSettings::enabled = false

◆ voxelConeTracingSettings

VoxelConeTracingSettings CeresEngine::GlobalIlluminationSettings::voxelConeTracingSettings

A structure that allows the user to customize the Voxel Cone Tracing algorithm parameters.

Deferred voxel shading is a four-step real-time global illumination technique inspired by voxel cone tracing and deferred rendering. This approach enables us to obtain an accurate approximation of a plethora of indirect illumination effects including: indirect diffuse, specular reflectance, color-blending, emissive materials, indirect shadows and ambient occlusion.

Based on: https://github.com/jose-villegas/VCTRenderer


The documentation for this struct was generated from the following file: