Paradox Game Engine  v1.0.0 beta06
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LightingConfiguration.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using SiliconStudio.Core.Serialization.Converters;
4 
5 namespace SiliconStudio.Paradox.Effects
6 {
7  /// <summary>
8  /// Lighting configuration for a mesh. Stores the number of lights per type and the number of shadow maps.
9  /// </summary>
10  [DataConverter(AutoGenerate = true)]
11  public struct LightingConfiguration
12  {
13  [DataMemberConvert]
15 
16  [DataMemberConvert]
17  public int MaxNumPointLight;
18 
19  [DataMemberConvert]
20  public int MaxNumSpotLight;
21 
22  [DataMemberConvert]
24 
25  [DataMemberConvert]
26  public bool UnrollPointLightLoop;
27 
28  [DataMemberConvert]
29  public bool UnrollSpotLightLoop;
30 
31  [DataMemberConvert]
33  }
34 }
Base class for converters to/from a data type.
Lighting configuration for a mesh. Stores the number of lights per type and the number of shadow maps...