Mirrored by shadow_depth.slang and mesh.slang.
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#include <algorithm>
#include <cstdint>
#include <toast/export.hpp>
Go to the source code of this file.
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| auto | renderer::shadows::cascadeResolution () -> uint32_t |
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auto | renderer::shadows::punctualResolution () -> uint32_t |
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auto | renderer::shadows::shadowDistance () -> float |
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void | renderer::shadows::setCascadeResolution (uint32_t resolution) |
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void | renderer::shadows::setPunctualResolution (uint32_t resolution) |
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void | renderer::shadows::setShadowDistance (float distance) |
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auto | renderer::shadows::punctualShadowResolution (float camera_distance, float resolution_scale) -> uint32_t |
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constexpr uint32_t | renderer::shadows::k_cascade_count = 4 |
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constexpr uint32_t | renderer::shadows::k_cascade_resolution = 1024 |
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constexpr float | renderer::shadows::k_shadow_distance = 150.0f |
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constexpr float | renderer::shadows::k_cascade_split_lambda = 0.75f |
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constexpr uint32_t | renderer::shadows::k_max_spot_shadows = 4 |
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constexpr uint32_t | renderer::shadows::k_max_point_shadows = 2 |
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constexpr uint32_t | renderer::shadows::k_cube_faces = 6 |
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constexpr uint32_t | renderer::shadows::k_punctual_resolution = 512 |
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constexpr uint32_t | renderer::shadows::k_min_punctual_resolution = 64 |
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constexpr float | renderer::shadows::k_punctual_full_resolution_distance = 10.0f |
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constexpr float | renderer::shadows::k_punctual_min_resolution_distance = 60.0f |
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constexpr uint32_t | renderer::shadows::k_spot_layer_base = 0 |
| | Spots first then six faces per point light.
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constexpr uint32_t | renderer::shadows::k_point_layer_base = k_max_spot_shadows |
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constexpr uint32_t | renderer::shadows::k_punctual_layer_count = k_max_spot_shadows + (k_max_point_shadows * k_cube_faces) |
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constexpr uint32_t | renderer::shadows::k_max_shadow_views = k_cascade_count + k_punctual_layer_count |
| | Also sizes the shadow_depth.slang matrix array.
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constexpr float | renderer::shadows::k_punctual_near = 0.05f |
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constexpr float | renderer::shadows::k_cube_face_guard_texels = 4.0f |
| | Must exceed the mesh.slang filter radius.
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Mirrored by shadow_depth.slang and mesh.slang.
- Author
- dario
- Date
- 01/08/2026
◆ cascadeResolution()
| TOAST_API auto renderer::shadows::cascadeResolution |
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-> uint32_t |
- Note
- Set on the main thread before the passes are built