QMatrix4x4 m_lightVP
light view projection matrix
QRhiTexture * m_rhiDepthCopy
QRhiTextureRenderTarget * m_rhiBlurRenderTarget0
QRhiTexture * m_rhiCubeCopy
QRhiTexture * m_rhiDepthMap
QRhiRenderPassDescriptor * m_rhiRenderPassDesc
QVarLengthArray< QRhiTextureRenderTarget *, 6 > m_rhiRenderTargets
static QSSGShadowMapEntry withRhiDepthCubeMap(quint32 lightIdx, ShadowMapModes mode, QRhiTexture *depthCube, QRhiTexture *cubeCopy, QRhiRenderBuffer *depthStencil)
QRhiRenderBuffer * m_rhiDepthStencil
void destroyRhiResources()
QRhiRenderPassDescriptor * m_rhiBlurRenderPassDesc
ShadowMapModes m_shadowMapMode
shadow map method
QMatrix4x4 m_lightCubeView[6]
light cubemap view matrices
QRhiTextureRenderTarget * m_rhiBlurRenderTarget1
static QSSGShadowMapEntry withRhiDepthMap(quint32 lightIdx, ShadowMapModes mode, QRhiTexture *depthMap, QRhiTexture *depthCopy, QRhiRenderBuffer *depthStencil)
QRhiTexture * m_rhiDepthCube
quint32 m_lightIndex
the light index it belongs to