More shadowmappingchanges
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@@ -3,6 +3,7 @@
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#include "Graphics/Graphics.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/Shader.h"
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#include "Math/Matrix.h"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/matrix.hpp>
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@@ -64,6 +65,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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cascadeSplits[i] = (d - nearClip) / clipRange;
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cascades[i].viewParams.clear();
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}
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, cascadeSplits);
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// call this to update view params member, ignore descriptor set
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updateViewParameters(camera, transform);
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@@ -107,7 +109,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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glm::ortho(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
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orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
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Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
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viewParams.viewMatrix = viewMatrix;
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viewParams.inverseViewMatrix = glm::inverse(viewMatrix);
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