Graphics: Move shadow-mapping related code to LightShadow classes
This commit is contained in:
committed by
Jérôme Leclercq
parent
ec3bc45544
commit
1768f20365
@@ -378,7 +378,7 @@ namespace Nz
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return;
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const auto& lightEntry = light->GetLightEntry(lightIndex);
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lightEntity->lightIndices[lightIndex] = m_pipeline->RegisterLight(lightEntry.light, lightEntry.renderMask);
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lightEntity->lightIndices[lightIndex] = m_pipeline->RegisterLight(lightEntry.light.get(), lightEntry.renderMask);
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});
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lightEntity->onLightDetach.Connect(entityLight.OnLightDetach, [this, lightEntity](LightComponent* light, std::size_t lightIndex)
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@@ -413,7 +413,7 @@ namespace Nz
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if (!lightEntry.light)
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continue;
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lightEntity->lightIndices[lightIndex] = m_pipeline->RegisterLight(lightEntry.light, lightEntry.renderMask);
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lightEntity->lightIndices[lightIndex] = m_pipeline->RegisterLight(lightEntry.light.get(), lightEntry.renderMask);
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}
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}
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@@ -515,7 +515,7 @@ namespace Nz
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if (!lightEntry.light)
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continue;
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lightEntity->lightIndices[renderableIndex] = m_pipeline->RegisterLight(lightEntry.light, lightEntry.renderMask);
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lightEntity->lightIndices[renderableIndex] = m_pipeline->RegisterLight(lightEntry.light.get(), lightEntry.renderMask);
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}
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}
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m_newlyVisibleGfxEntities.clear();
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