Revert "Shadow will actually shut itself off and delete itself now"

This commit is contained in:
Tobias Dahl
2016-03-13 21:35:57 +01:00
parent 080f5ac856
commit 7fa634ef7c
7 changed files with 140 additions and 409 deletions
-1
View File
@@ -76,7 +76,6 @@ private:
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ForwardPlusNoShadowsProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
-1
View File
@@ -71,7 +71,6 @@ private:
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
bool m_Shadow_Enabled = true;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+3 -6
View File
@@ -38,8 +38,6 @@ public:
void ClearBuffer();
void Draw(RenderScene& scene);
void CheckStatus(bool status);
void DebugGUI();
GLuint DepthMap() const { return m_DepthMap; }
@@ -47,7 +45,6 @@ public:
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
bool EnableShadows() const { return m_EnableShadows; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
private:
@@ -66,8 +63,8 @@ private:
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
@@ -78,7 +75,7 @@ private:
bool m_TransparentObjects = false;
bool m_TexturedShadows = false;
bool m_EnableShadows = false;
bool m_EnableShadows = true;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;