Basic shadow mapping rendering
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@@ -15,11 +15,15 @@ class LightEnvironment {
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void addPointLight(Component::PointLight pointLight);
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void commit();
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const Gfx::PDescriptorLayout getDescriptorLayout() const;
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const Component::DirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
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Gfx::PDescriptorSet getDescriptorSet();
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PEnvironmentMapAsset getEnvironmentMap() { return environment; }
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uint64 getNumDirectionalLights() const { return dirs.size(); }
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const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMapArray; }
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private:
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Gfx::OShaderBuffer directionalLights;
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Array<Gfx::OTexture2D> shadowMapArray;
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Gfx::OShaderBuffer pointLights;
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Array<Component::DirectionalLight> dirs;
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Array<Component::PointLight> points;
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