move Filament headers to own directory under iOS/macOS
This commit is contained in:
@@ -25,6 +25,7 @@
|
||||
#include <utils/EntityInstance.h>
|
||||
|
||||
#include <math/mathfwd.h>
|
||||
#include <math/quat.h>
|
||||
|
||||
namespace utils {
|
||||
class Entity;
|
||||
@@ -244,6 +245,7 @@ public:
|
||||
* shadows that are too far and wouldn't contribute to the scene much, improving
|
||||
* performance and quality. This value is always positive.
|
||||
* Use 0.0f to use the camera far distance.
|
||||
* This only affect directional lights.
|
||||
*/
|
||||
float shadowFar = 0.0f;
|
||||
|
||||
@@ -360,6 +362,13 @@ public:
|
||||
* enabled. (2cm by default).
|
||||
*/
|
||||
float shadowBulbRadius = 0.02f;
|
||||
|
||||
/**
|
||||
* Transforms the shadow direction. Must be a unit quaternion.
|
||||
* The default is identity.
|
||||
* Ignored if the light type isn't directional. For artistic use. Use with caution.
|
||||
*/
|
||||
math::quatf transform{ 1.0f };
|
||||
};
|
||||
|
||||
struct ShadowCascades {
|
||||
@@ -671,7 +680,7 @@ public:
|
||||
* @return true is this light is a type of directional light
|
||||
*/
|
||||
inline bool isDirectional(Instance i) const noexcept {
|
||||
Type type = getType(i);
|
||||
Type const type = getType(i);
|
||||
return type == Type::DIRECTIONAL || type == Type::SUN;
|
||||
}
|
||||
|
||||
@@ -692,7 +701,7 @@ public:
|
||||
* @return true is this light is a type of spot light
|
||||
*/
|
||||
inline bool isSpotLight(Instance i) const noexcept {
|
||||
Type type = getType(i);
|
||||
Type const type = getType(i);
|
||||
return type == Type::SPOT || type == Type::FOCUSED_SPOT;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user