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synced 2025-04-21 09:44:21 +02:00
updating some code and probably broken in this version
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parent
9c436bc28c
commit
253a71a20c
2 changed files with 2 additions and 24 deletions
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@ -118,15 +118,12 @@ public:
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};
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using ShadowPointer = std::shared_ptr<Shadow>;
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using Shadows = render::indexed_container::IndexedPointerVector<Shadow>;
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Index findLight(const LightPointer& light) const;
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Index addLight(const LightPointer& light, const bool shouldSetAsDefault = false);
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Index getDefaultLight() { return _defaultLightId; }
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Index addShadow(Index lightIndex, float maxDistance = 20.0f, unsigned int cascadeCount = 1U);
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LightPointer removeLight(Index index);
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bool checkLightId(Index index) const { return _lights.checkIndex(index); }
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@ -135,23 +132,7 @@ public:
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Index getNumFreeLights() const { return _lights.getNumFreeIndices(); }
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Index getNumAllocatedLights() const { return _lights.getNumAllocatedIndices(); }
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LightPointer getLight(Index lightId) const {
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return _lights.get(lightId);
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}
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Index getShadowId(Index lightId) const;
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ShadowPointer getShadow(Index lightId) const {
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return _shadows.get(getShadowId(lightId));
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}
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using LightAndShadow = std::pair<LightPointer, ShadowPointer>;
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LightAndShadow getLightAndShadow(Index lightId) const {
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auto light = getLight(lightId);
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auto shadow = getShadow(lightId);
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assert(shadow == nullptr || shadow->getLight() == light);
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return LightAndShadow(light, shadow);
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}
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LightPointer getLight(Index lightId) const { return _lights.get(lightId); }
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LightStage();
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@ -211,8 +192,6 @@ public:
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LightPointer getCurrentKeyLight(const LightStage::Frame& frame) const;
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LightPointer getCurrentAmbientLight(const LightStage::Frame& frame) const;
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ShadowPointer getCurrentKeyShadow(const LightStage::Frame& frame) const;
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LightAndShadow getCurrentKeyLightAndShadow(const LightStage::Frame& frame) const;
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protected:
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@ -224,7 +203,6 @@ protected:
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gpu::BufferPointer _lightArrayBuffer;
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Lights _lights;
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Shadows _shadows;
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Descs _descs;
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LightMap _lightMap;
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@ -446,7 +446,7 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
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const auto& lightFrame = inputs.get2();
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const auto& lightingModel = inputs.get3();
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const auto& lightClusters = inputs.get4();
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const auto& shadowFrame = inputs.get5();
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// Not used yet but will be: const auto& shadowFrame = inputs.get5();
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const auto jitter = inputs.get6();
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auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
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