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
@@ -59,7 +59,7 @@ namespace Nz
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RenderElementPool<RenderSpriteChain>& GetPool() override;
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std::unique_ptr<ElementRendererData> InstanciateData() override;
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void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, const RenderStates* renderStates) override;
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void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, SparsePtr<const RenderStates> renderStates) override;
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void PrepareEnd(RenderFrame& currentFrame, ElementRendererData& rendererData) override;
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void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, std::size_t elementCount, const Pointer<const RenderElement>* elements) override;
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void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame) override;
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