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
@@ -11,6 +11,7 @@
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/LightShadowData.hpp>
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#include <Nazara/Math/BoundingVolume.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Utility/PixelFormat.hpp>
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@@ -19,12 +20,8 @@
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namespace Nz
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{
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class CommandBufferBuilder;
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class ElementRendererRegistry;
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class FramePipeline;
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class RenderBuffer;
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class RenderFrame;
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class Texture;
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class NAZARA_GRAPHICS_API Light
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{
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@@ -34,11 +31,11 @@ namespace Nz
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Light(Light&&) noexcept = default;
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virtual ~Light();
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virtual float ComputeContributionScore(const BoundingVolumef& boundingVolume) const = 0;
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virtual float ComputeContributionScore(const Frustumf& viewerFrustum) const = 0;
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inline void EnableShadowCasting(bool castShadows);
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virtual void FillLightData(void* data) const = 0;
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virtual bool FrustumCull(const Frustumf& viewerFrustum) const = 0;
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inline const BoundingVolumef& GetBoundingVolume() const;
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inline UInt8 GetLightType() const;
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