Graphics: Move shadow-mapping related code to LightShadow classes

This commit is contained in:
SirLynix
2022-11-26 18:33:12 +01:00
committed by Jérôme Leclercq
parent ec3bc45544
commit 1768f20365
27 changed files with 496 additions and 160 deletions

View File

@@ -9,6 +9,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/LightShadowData.hpp>
#include <Nazara/Math/BoundingVolume.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Math/Vector3.hpp>
@@ -19,6 +20,8 @@
namespace Nz
{
class CommandBufferBuilder;
class ElementRendererRegistry;
class FramePipeline;
class RenderBuffer;
class RenderFrame;
class Texture;
@@ -42,6 +45,8 @@ namespace Nz
inline PixelFormat GetShadowMapFormat() const;
inline UInt32 GetShadowMapSize() const;
virtual std::unique_ptr<LightShadowData> InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const = 0;
inline bool IsShadowCaster() const;
inline void UpdateShadowMapFormat(PixelFormat format);