Graphics: Add shadow mapping
Former-commit-id: ca404bee246991eab98df35396e3010ec5165c43
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@@ -33,7 +33,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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static bool Initialize();
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static void Uninitialize();
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private:
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protected:
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struct ShaderUniforms;
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void ChooseLights(const NzSpheref& object, bool includeDirectionalLights = true) const;
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@@ -43,7 +43,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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void DrawTransparentModels(const NzSceneData& sceneData) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, nzUInt8 availableTextureUnit) const;
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static float ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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@@ -86,6 +86,7 @@ class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTech
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unsigned int m_maxLightPassPerObject;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzTextureSampler s_shadowSampler;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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