Refactor shadows rendering to use Shadow Map Atlas
This commit is contained in:
@@ -5,6 +5,7 @@
|
||||
#include "Engine/Renderer/RenderList.h"
|
||||
#include "Engine/Content/Assets/IESProfile.h"
|
||||
#include "Engine/Graphics/RenderTask.h"
|
||||
#include "Engine/Graphics/RenderTools.h"
|
||||
#include "Engine/Serialization/Serialization.h"
|
||||
#include "Engine/Level/Scene/SceneRendering.h"
|
||||
|
||||
@@ -152,7 +153,6 @@ void SpotLight::Draw(RenderContext& renderContext)
|
||||
data.ShadowsSharpness = ShadowsSharpness;
|
||||
data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
|
||||
data.CastVolumetricShadow = CastVolumetricShadow;
|
||||
data.RenderedVolumetricFog = 0;
|
||||
data.ShadowsMode = ShadowsMode;
|
||||
data.Radius = radius;
|
||||
data.FallOffExponent = FallOffExponent;
|
||||
@@ -167,6 +167,7 @@ void SpotLight::Draw(RenderContext& renderContext)
|
||||
data.OuterConeAngle = outerConeAngle;
|
||||
data.StaticFlags = GetStaticFlags();
|
||||
data.ID = GetID();
|
||||
data.ScreenSize = Math::Min(1.0f, Math::Sqrt(RenderTools::ComputeBoundsScreenRadiusSquared(position, (float)_sphere.Radius, renderContext.View)));
|
||||
renderContext.List->SpotLights.Add(data);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user