Refactor shadows rendering to use Shadow Map Atlas

This commit is contained in:
Wojtek Figat
2024-04-04 12:54:07 +02:00
parent 017def29d4
commit 61323f8526
31 changed files with 1115 additions and 1826 deletions

View File

@@ -11,6 +11,7 @@
#include "Engine/Content/Content.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/ContentImporters/AssetsImportingManager.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Level/Scene/Scene.h"
SkyLight::SkyLight(const SpawnParams& params)
@@ -118,13 +119,13 @@ void SkyLight::Draw(RenderContext& renderContext)
data.Color = Color.ToFloat3() * (Color.A * brightness);
data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
data.CastVolumetricShadow = CastVolumetricShadow;
data.RenderedVolumetricFog = 0;
data.AdditiveColor = AdditiveColor.ToFloat3() * (AdditiveColor.A * brightness);
data.IndirectLightingIntensity = IndirectLightingIntensity;
data.Radius = GetScaledRadius();
data.Image = GetSource();
data.StaticFlags = GetStaticFlags();
data.ID = GetID();
data.ScreenSize = Math::Min(1.0f, Math::Sqrt(RenderTools::ComputeBoundsScreenRadiusSquared(position, (float)_sphere.Radius, renderContext.View)));
renderContext.List->SkyLights.Add(data);
}
}