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Shadow maps rendered in cascades

Olivier Prat committed 9 years ago

Commit 103e0361 parent 08b062814 files · +213 −165Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 14 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+6−2
@@ -284,7 +284,10 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust · 283 unmodified lines
284 return DEFAULT_SCATTERING_SHADER;284 return DEFAULT_SCATTERING_SHADER;
285 case LightingMode:285 case LightingMode:
286 return DEFAULT_LIGHTING_SHADER;286 return DEFAULT_LIGHTING_SHADER;
287 case ShadowMode:287 case Shadow0Mode:
288 case Shadow1Mode:
289 case Shadow2Mode:
290 case Shadow3Mode:
288 return DEFAULT_SHADOW_SHADER;291 return DEFAULT_SHADOW_SHADER;
289 case LinearDepthMode:292 case LinearDepthMode:
290 return DEFAULT_LINEAR_DEPTH_SHADER;293 return DEFAULT_LINEAR_DEPTH_SHADER;
@@ -438,7 +441,8 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 147 unmodified lines
438 auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();441 auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
439 const auto& globalShadow = lightAndShadow.second;442 const auto& globalShadow = lightAndShadow.second;
440 if (globalShadow) {443 if (globalShadow) {
441 batch.setResourceTexture(Shadow, globalShadow->getCascade(0).map);444 const auto cascadeIndex = glm::clamp(_mode - Mode::Shadow0Mode, 0, (int)globalShadow->getCascadeCount() - 1);
445 batch.setResourceTexture(Shadow, globalShadow->getCascade(cascadeIndex).map);
442 }446 }
443 447
444 if (linearDepthTarget) {448 if (linearDepthTarget) {