mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
Move deferred lighting into its own class.
This commit is contained in:
parent
1c50b32400
commit
c2b58c9781
6 changed files with 219 additions and 172 deletions
|
@ -1735,6 +1735,7 @@ void Application::init() {
|
|||
|
||||
_environment.init();
|
||||
|
||||
_deferredLightingEffect.init();
|
||||
_glowEffect.init();
|
||||
_ambientOcclusionEffect.init();
|
||||
_voxelShader.init();
|
||||
|
@ -2842,11 +2843,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
}
|
||||
|
||||
// Draw voxels
|
||||
bool deferredLightingRequired = false;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
|
||||
PerformanceTimer perfTimer("voxels");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::displaySide() ... voxels...");
|
||||
_voxels.render();
|
||||
deferredLightingRequired = true;
|
||||
}
|
||||
|
||||
// also, metavoxels
|
||||
|
@ -2855,6 +2858,11 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::displaySide() ... metavoxels...");
|
||||
_metavoxels.render();
|
||||
deferredLightingRequired = true;
|
||||
}
|
||||
|
||||
if (deferredLightingRequired) {
|
||||
_deferredLightingEffect.render();
|
||||
}
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::BuckyBalls)) {
|
||||
|
|
|
@ -68,6 +68,7 @@
|
|||
#include "entities/EntityTreeRenderer.h"
|
||||
#include "particles/ParticleTreeRenderer.h"
|
||||
#include "renderer/AmbientOcclusionEffect.h"
|
||||
#include "renderer/DeferredLightingEffect.h"
|
||||
#include "renderer/GeometryCache.h"
|
||||
#include "renderer/GlowEffect.h"
|
||||
#include "renderer/PointShader.h"
|
||||
|
@ -556,6 +557,7 @@ private:
|
|||
AnimationCache _animationCache;
|
||||
TextureCache _textureCache;
|
||||
|
||||
DeferredLightingEffect _deferredLightingEffect;
|
||||
GlowEffect _glowEffect;
|
||||
AmbientOcclusionEffect _ambientOcclusionEffect;
|
||||
VoxelShader _voxelShader;
|
||||
|
|
|
@ -51,12 +51,6 @@ void MetavoxelSystem::init() {
|
|||
new BufferDataAttribute("voxelBuffer"));
|
||||
_voxelBufferAttribute->setLODThresholdMultiplier(
|
||||
AttributeRegistry::getInstance()->getVoxelColorAttribute()->getLODThresholdMultiplier());
|
||||
|
||||
loadLightProgram("shaders/directional_light.frag", _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram("shaders/directional_light_shadow_map.frag", _directionalLightShadowMap,
|
||||
_directionalLightShadowMapLocations);
|
||||
loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", _directionalLightCascadedShadowMap,
|
||||
_directionalLightCascadedShadowMapLocations);
|
||||
}
|
||||
|
||||
MetavoxelLOD MetavoxelSystem::getLOD() {
|
||||
|
@ -138,8 +132,6 @@ void MetavoxelSystem::render() {
|
|||
viewFrustum->getFarBottomRight(), viewFrustum->getNearTopLeft(), viewFrustum->getNearTopRight(),
|
||||
viewFrustum->getNearBottomLeft(), viewFrustum->getNearBottomRight());
|
||||
|
||||
_needToLight = false;
|
||||
|
||||
// clear the normal buffer
|
||||
glDrawBuffers(sizeof(NORMAL_DRAW_BUFFERS) / sizeof(NORMAL_DRAW_BUFFERS[0]), NORMAL_DRAW_BUFFERS);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
@ -151,126 +143,6 @@ void MetavoxelSystem::render() {
|
|||
|
||||
// give external parties a chance to join in
|
||||
emit rendering();
|
||||
|
||||
if (!_needToLight) {
|
||||
return; // skip lighting if not needed
|
||||
}
|
||||
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
|
||||
primaryFBO->release();
|
||||
|
||||
QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
|
||||
freeFBO->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
|
||||
|
||||
// get the viewport side (left, right, both)
|
||||
int viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
const int VIEWPORT_X_INDEX = 0;
|
||||
const int VIEWPORT_WIDTH_INDEX = 2;
|
||||
float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
|
||||
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
|
||||
|
||||
if (Menu::getInstance()->getShadowsEnabled()) {
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
|
||||
|
||||
ProgramObject* program = &_directionalLightShadowMap;
|
||||
const LightLocations* locations = &_directionalLightShadowMapLocations;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
program = &_directionalLightCascadedShadowMap;
|
||||
locations = &_directionalLightCascadedShadowMapLocations;
|
||||
_directionalLightCascadedShadowMap.bind();
|
||||
_directionalLightCascadedShadowMap.setUniform(locations->shadowDistances,
|
||||
Application::getInstance()->getShadowDistances());
|
||||
|
||||
} else {
|
||||
program->bind();
|
||||
}
|
||||
program->setUniformValue(locations->shadowScale,
|
||||
1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
Application::getInstance()->computeOffAxisFrustum(
|
||||
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
program->setUniformValue(locations->nearLocation, nearVal);
|
||||
program->setUniformValue(locations->depthScale, (farVal - nearVal) / farVal);
|
||||
float nearScale = -1.0f / nearVal;
|
||||
float sScale = 1.0f / sWidth;
|
||||
float depthTexCoordScaleS = (right - left) * nearScale * sScale;
|
||||
program->setUniformValue(locations->depthTexCoordOffset, left * nearScale - sMin * depthTexCoordScaleS,
|
||||
bottom * nearScale);
|
||||
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, (top - bottom) * nearScale);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
|
||||
program->release();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
|
||||
} else {
|
||||
_directionalLight.bind();
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
_directionalLight.release();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
freeFBO->release();
|
||||
|
||||
// now transfer the lit region to the primary fbo
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
primaryFBO->bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
class RayHeightfieldIntersectionVisitor : public RayIntersectionVisitor {
|
||||
|
@ -630,24 +502,6 @@ void MetavoxelSystem::guideToAugmented(MetavoxelVisitor& visitor, bool render) {
|
|||
}
|
||||
}
|
||||
|
||||
void MetavoxelSystem::loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations) {
|
||||
program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + name);
|
||||
program.link();
|
||||
|
||||
program.bind();
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
program.setUniformValue("normalMap", 1);
|
||||
program.setUniformValue("depthMap", 2);
|
||||
program.setUniformValue("shadowMap", 3);
|
||||
locations.shadowDistances = program.uniformLocation("shadowDistances");
|
||||
locations.shadowScale = program.uniformLocation("shadowScale");
|
||||
locations.nearLocation = program.uniformLocation("near");
|
||||
locations.depthScale = program.uniformLocation("depthScale");
|
||||
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
|
||||
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
|
||||
program.release();
|
||||
}
|
||||
|
||||
MetavoxelSystemClient::MetavoxelSystemClient(const SharedNodePointer& node, MetavoxelUpdater* updater) :
|
||||
MetavoxelClient(node, updater) {
|
||||
}
|
||||
|
@ -1077,8 +931,6 @@ void HeightfieldBuffer::render(bool cursor) {
|
|||
|
||||
bufferPair.first.release();
|
||||
bufferPair.second.release();
|
||||
|
||||
Application::getInstance()->getMetavoxels()->noteNeedToLight();
|
||||
}
|
||||
|
||||
QHash<int, HeightfieldBuffer::BufferPair> HeightfieldBuffer::_bufferPairs;
|
||||
|
@ -1245,8 +1097,6 @@ void VoxelBuffer::render(bool cursor) {
|
|||
|
||||
_vertexBuffer.release();
|
||||
_indexBuffer.release();
|
||||
|
||||
Application::getInstance()->getMetavoxels()->noteNeedToLight();
|
||||
}
|
||||
|
||||
BufferDataAttribute::BufferDataAttribute(const QString& name) :
|
||||
|
|
|
@ -52,8 +52,6 @@ public:
|
|||
|
||||
Q_INVOKABLE void deleteTextures(int heightID, int colorID, int textureID);
|
||||
|
||||
void noteNeedToLight() { _needToLight = true; }
|
||||
|
||||
signals:
|
||||
|
||||
void rendering();
|
||||
|
@ -66,18 +64,6 @@ private:
|
|||
|
||||
void guideToAugmented(MetavoxelVisitor& visitor, bool render = false);
|
||||
|
||||
class LightLocations {
|
||||
public:
|
||||
int shadowDistances;
|
||||
int shadowScale;
|
||||
int nearLocation;
|
||||
int depthScale;
|
||||
int depthTexCoordOffset;
|
||||
int depthTexCoordScale;
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations);
|
||||
|
||||
AttributePointer _pointBufferAttribute;
|
||||
AttributePointer _heightfieldBufferAttribute;
|
||||
AttributePointer _voxelBufferAttribute;
|
||||
|
@ -85,14 +71,6 @@ private:
|
|||
MetavoxelLOD _lod;
|
||||
QReadWriteLock _lodLock;
|
||||
Frustum _frustum;
|
||||
bool _needToLight;
|
||||
|
||||
ProgramObject _directionalLight;
|
||||
LightLocations _directionalLightLocations;
|
||||
ProgramObject _directionalLightShadowMap;
|
||||
LightLocations _directionalLightShadowMapLocations;
|
||||
ProgramObject _directionalLightCascadedShadowMap;
|
||||
LightLocations _directionalLightCascadedShadowMapLocations;
|
||||
};
|
||||
|
||||
/// Describes contents of a point in a point buffer.
|
||||
|
|
163
interface/src/renderer/DeferredLightingEffect.cpp
Normal file
163
interface/src/renderer/DeferredLightingEffect.cpp
Normal file
|
@ -0,0 +1,163 @@
|
|||
//
|
||||
// DeferredLightingEffect.cpp
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/11/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
#include <QOpenGLFramebufferObject>
|
||||
|
||||
#include "Application.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "RenderUtil.h"
|
||||
|
||||
void DeferredLightingEffect::init() {
|
||||
loadLightProgram("shaders/directional_light.frag", _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram("shaders/directional_light_shadow_map.frag", _directionalLightShadowMap,
|
||||
_directionalLightShadowMapLocations);
|
||||
loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", _directionalLightCascadedShadowMap,
|
||||
_directionalLightCascadedShadowMapLocations);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::render() {
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
|
||||
primaryFBO->release();
|
||||
|
||||
QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
|
||||
freeFBO->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
|
||||
|
||||
// get the viewport side (left, right, both)
|
||||
int viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
const int VIEWPORT_X_INDEX = 0;
|
||||
const int VIEWPORT_WIDTH_INDEX = 2;
|
||||
float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
|
||||
float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
|
||||
|
||||
if (Menu::getInstance()->getShadowsEnabled()) {
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
|
||||
|
||||
ProgramObject* program = &_directionalLightShadowMap;
|
||||
const LightLocations* locations = &_directionalLightShadowMapLocations;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
program = &_directionalLightCascadedShadowMap;
|
||||
locations = &_directionalLightCascadedShadowMapLocations;
|
||||
_directionalLightCascadedShadowMap.bind();
|
||||
_directionalLightCascadedShadowMap.setUniform(locations->shadowDistances,
|
||||
Application::getInstance()->getShadowDistances());
|
||||
|
||||
} else {
|
||||
program->bind();
|
||||
}
|
||||
program->setUniformValue(locations->shadowScale,
|
||||
1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
Application::getInstance()->computeOffAxisFrustum(
|
||||
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
program->setUniformValue(locations->nearLocation, nearVal);
|
||||
program->setUniformValue(locations->depthScale, (farVal - nearVal) / farVal);
|
||||
float nearScale = -1.0f / nearVal;
|
||||
float sScale = 1.0f / sWidth;
|
||||
float depthTexCoordScaleS = (right - left) * nearScale * sScale;
|
||||
program->setUniformValue(locations->depthTexCoordOffset, left * nearScale - sMin * depthTexCoordScaleS,
|
||||
bottom * nearScale);
|
||||
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, (top - bottom) * nearScale);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
|
||||
program->release();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
|
||||
} else {
|
||||
_directionalLight.bind();
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
_directionalLight.release();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
freeFBO->release();
|
||||
|
||||
// now transfer the lit region to the primary fbo
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
primaryFBO->bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations) {
|
||||
program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + name);
|
||||
program.link();
|
||||
|
||||
program.bind();
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
program.setUniformValue("normalMap", 1);
|
||||
program.setUniformValue("depthMap", 2);
|
||||
program.setUniformValue("shadowMap", 3);
|
||||
locations.shadowDistances = program.uniformLocation("shadowDistances");
|
||||
locations.shadowScale = program.uniformLocation("shadowScale");
|
||||
locations.nearLocation = program.uniformLocation("near");
|
||||
locations.depthScale = program.uniformLocation("depthScale");
|
||||
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
|
||||
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
|
||||
program.release();
|
||||
}
|
46
interface/src/renderer/DeferredLightingEffect.h
Normal file
46
interface/src/renderer/DeferredLightingEffect.h
Normal file
|
@ -0,0 +1,46 @@
|
|||
//
|
||||
// DeferredLightingEffect.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/11/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_DeferredLightingEffect_h
|
||||
#define hifi_DeferredLightingEffect_h
|
||||
|
||||
#include "ProgramObject.h"
|
||||
|
||||
/// Handles deferred lighting for the bits that require it (voxels, metavoxels...)
|
||||
class DeferredLightingEffect {
|
||||
public:
|
||||
|
||||
void init();
|
||||
void render();
|
||||
|
||||
private:
|
||||
|
||||
class LightLocations {
|
||||
public:
|
||||
int shadowDistances;
|
||||
int shadowScale;
|
||||
int nearLocation;
|
||||
int depthScale;
|
||||
int depthTexCoordOffset;
|
||||
int depthTexCoordScale;
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations);
|
||||
|
||||
ProgramObject _directionalLight;
|
||||
LightLocations _directionalLightLocations;
|
||||
ProgramObject _directionalLightShadowMap;
|
||||
LightLocations _directionalLightShadowMapLocations;
|
||||
ProgramObject _directionalLightCascadedShadowMap;
|
||||
LightLocations _directionalLightCascadedShadowMapLocations;
|
||||
};
|
||||
|
||||
#endif // hifi_DeferredLightingEffect_h
|
Loading…
Reference in a new issue