move Filament headers to own directory under iOS/macOS

This commit is contained in:
Nick Fisher
2023-10-03 00:15:41 +08:00
parent 423f563350
commit 2a3a99c974
412 changed files with 8665 additions and 52334 deletions

View File

@@ -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;
}