Graphics: Implement point-light shadow-mapping

This commit is contained in:
SirLynix
2022-12-03 17:16:30 +01:00
committed by Jérôme Leclercq
parent 6731e07b54
commit f8238a6e6c
17 changed files with 333 additions and 62 deletions

View File

@@ -5,6 +5,7 @@
#include <Nazara/Graphics/PointLight.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/PointLightShadowData.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
@@ -26,13 +27,14 @@ namespace Nz
AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Point);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.shadowMapSize) = Vector2f(-1.f, -1.f);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, 0.f);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_radius, m_invRadius, 0.f, 0.f);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.shadowMapSize) = (IsShadowCaster()) ? Vector2f(1.f / GetShadowMapSize()) : Vector2f(-1.f, -1.f);
}
std::unique_ptr<LightShadowData> PointLight::InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const
{
return nullptr; //< TODO
return std::make_unique<PointLightShadowData>(pipeline, elementRegistry, *this);
}
void PointLight::UpdateTransform(const Vector3f& position, const Quaternionf& /*rotation*/, const Vector3f& /*scale*/)