Add direct lighting rendering into Global Surface Atlas
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@@ -14,6 +14,27 @@
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/// </summary>
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#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
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template<typename T>
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bool CanRenderShadow(RenderView& view, const T& light)
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{
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bool result = false;
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switch ((ShadowsCastingMode)light.ShadowsMode)
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{
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case ShadowsCastingMode::StaticOnly:
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result = view.IsOfflinePass;
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break;
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case ShadowsCastingMode::DynamicOnly:
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result = !view.IsOfflinePass;
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break;
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case ShadowsCastingMode::All:
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result = true;
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break;
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default:
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break;
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}
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return result && light.ShadowsStrength > ZeroTolerance;
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}
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/// <summary>
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/// Shadows rendering service.
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/// </summary>
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