It compiles, but no shadows
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@@ -17,7 +17,6 @@ struct DirectionalLightJob : RenderJob
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{
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Orientation = Transform::AbsoluteOrientation(m_World, transformComponent.EntityID);
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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};
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@@ -14,7 +14,7 @@
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enum NearFar { NEAR = 0, FAR = 1 };
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enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
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struct Frustum
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struct ShadowFrustum
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{
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float NearClip;
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float FarClip;
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@@ -47,14 +47,14 @@ public:
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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private:
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void InitializeCameras(RenderScene & scene);
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void UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
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void UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
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void UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v);
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void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
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void PointsToLightspace(Frustum& frustum, glm::mat4 v);
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void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
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float FindRadius(Frustum& frustum);
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void RadiusToLightspace(Frustum& frustum);
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float FindRadius(ShadowFrustum& frustum);
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void RadiusToLightspace(ShadowFrustum& frustum);
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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@@ -74,7 +74,7 @@ private:
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.91f;
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std::array<Frustum, MAX_SPLITS> m_shadowFrusta;
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std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
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Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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};
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