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:
committed by
Jérôme Leclercq
parent
a08850946a
commit
9aebb4f745
@@ -28,14 +28,19 @@ namespace Nz
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return m_color;
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}
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inline float PointLight::GetDiffuseFactor() const
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{
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return m_diffuseFactor;
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}
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inline const Vector3f& PointLight::GetPosition() const
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{
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return m_position;
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}
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inline float PointLight::GetDiffuseFactor() const
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inline float PointLight::GetInvRadius() const
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{
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return m_diffuseFactor;
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return m_invRadius;
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}
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inline float PointLight::GetRadius() const
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