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)
This commit is contained in:
SirLynix
2023-09-06 13:20:52 +02:00
committed by Jérôme Leclercq
parent a08850946a
commit 9aebb4f745
41 changed files with 1320 additions and 576 deletions

View File

@@ -28,14 +28,19 @@ namespace Nz
return m_color;
}
inline float PointLight::GetDiffuseFactor() const
{
return m_diffuseFactor;
}
inline const Vector3f& PointLight::GetPosition() const
{
return m_position;
}
inline float PointLight::GetDiffuseFactor() const
inline float PointLight::GetInvRadius() const
{
return m_diffuseFactor;
return m_invRadius;
}
inline float PointLight::GetRadius() const