Basic shadow mapping rendering
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@@ -1,7 +1,7 @@
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#include "LightEnvironment.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/EnvironmentMapAsset.h"
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#include "Graphics/Graphics.h"
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#include "Asset/AssetRegistry.h"
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using namespace Seele;
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@@ -84,6 +84,17 @@ void LightEnvironment::commit() {
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set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
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set->updateSampler("irradianceSampler", 0, environmentSampler);
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set->writeChanges();
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while (shadowMapArray.size() < dirs.size()) {
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shadowMapArray.add(graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = 2048,
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.height = 2048,
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.elements = (uint32)dirs.size(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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.name = "ShadowMap",
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}));
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}
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}
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const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const { return layout; }
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