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
@@ -56,6 +56,11 @@ namespace Nz
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constexpr IntersectionSide Intersect(const Sphere<T>& sphere) const;
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constexpr IntersectionSide Intersect(const Vector3<T>* points, std::size_t pointCount) const;
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constexpr Frustum<T> Reduce(T nearFactor, T farFactor) const;
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template<typename F> constexpr void Split(std::initializer_list<T> splitFactors, F&& callback) const;
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template<typename F> constexpr void Split(const T* splitFactors, std::size_t factorCount, F&& callback) const;
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std::string ToString() const;
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constexpr Frustum& operator=(const Frustum&) = default;
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