Starting to add cascading shadow maps
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@@ -4,7 +4,6 @@
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#include "Component/Transform.h"
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#include "Graphics/Buffer.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Texture.h"
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namespace Seele {
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DECLARE_REF(EnvironmentMapAsset)
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@@ -13,7 +12,6 @@ class LightEnvironment {
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struct ShaderDirectionalLight {
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Vector4 color;
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Vector4 direction;
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Matrix4 lightSpaceMatrix;
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};
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struct ShaderPointLight {
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Vector4 position_WS;
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@@ -31,12 +29,10 @@ class LightEnvironment {
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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 shadowMaps; }
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private:
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Gfx::PGraphics graphics;
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Gfx::OShaderBuffer directionalLights;
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Array<Gfx::OTexture2D> shadowMaps;
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Array<Gfx::OSampler> shadowSamplers;
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Gfx::OShaderBuffer pointLights;
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Array<ShaderDirectionalLight> dirs;
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