Graphics: Rework shadowing (add cascaded shadow mapping)
- Add support for per-viewer shadows - Add cascaded shadow mapping for directional lights (wip) - Rework the way lights are sent to the shaders (they are now selected once per viewer) - Fixes PointLight shadow mapping (using a dedicated pass) - Lights out of frustum for every viewers are no longer processed (wip)
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committed by
Jérôme Leclercq
parent
a08850946a
commit
9aebb4f745
@@ -24,9 +24,9 @@ namespace Nz
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DirectionalLight(DirectionalLight&&) noexcept = default;
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~DirectionalLight() = default;
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float ComputeContributionScore(const BoundingVolumef& boundingVolume) const override;
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float ComputeContributionScore(const Frustumf& viewerFrustum) const override;
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void FillLightData(void* data) const override;
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bool FrustumCull(const Frustumf& viewerFrustum) const override;
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std::unique_ptr<LightShadowData> InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const override;
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