Files
NazaraEngine/include/Nazara/Graphics/DirectionalLightShadowData.inl
SirLynix 9aebb4f745 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)
2023-10-14 14:46:49 +02:00

43 lines
1.1 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <cassert>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline void DirectionalLightShadowData::EnableShadowStabilization(bool enable)
{
m_isShadowStabilizationEnabled = enable;
}
inline std::size_t DirectionalLightShadowData::GetCascadeCount() const
{
return m_cascadeCount;
}
inline void DirectionalLightShadowData::GetCascadeData(const AbstractViewer* viewer, SparsePtr<float> distance, SparsePtr<Matrix4f> viewProjMatrix) const
{
assert(viewer);
PerViewerData& viewerData = *Retrieve(m_viewerData, viewer);
for (const auto& cascadeData : viewerData.cascades)
{
if (distance)
*distance++ = cascadeData.distance;
if (viewProjMatrix)
*viewProjMatrix++ = cascadeData.viewProjMatrix;
}
}
inline bool DirectionalLightShadowData::IsShadowStabilization() const
{
return m_isShadowStabilizationEnabled;
}
}
#include <Nazara/Graphics/DebugOff.hpp>