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* Extract shadows into own shader and render pass # Conflicts: # code/def_files/data/effects/main-g.sdr * Consolidate render queue code * More cleanup * Fix missing clear of shadow buffer inter frame * Request capability for viewport layer rendering * instanced shadows * Fix issues * Switch to PCF+PCSS and proper textures for it * Smooth PCSS toggle * Fix for windows * Fix OGL error * Cleanup of old flag * Expose shadow smoothness * Fix missing uniform * Make number of shadow cascades dynamic * Progress on cockpit shadow integration * Wrangle Cockpit and show-ship shadows into correct behaviour * Cleanup * make player ship shadow table options more intuitive * Cleanup * Only read from correct set of shadow maps, also stretch first main-scene map to 0 * Remove now non-necessary validation * Make shadow cascade buffer more typesafe and less wasteful * Don't allocate cockpit cascades if not used * Cleanup * Final fixes * Fix Warnings * clang tidy * Fix missing fallback for shader precaching * That weird FOV multiplier that always ruins your day * Avoid shadow geometry artifacts by using hardware depth clamping * Correctly handle shadow cascade overrides with hardcoded length * GCC9 and its sad state of C++17 support. * Address Feedback # Conflicts: # code/graphics/shadows.cpp
28 lines
621 B
C++
28 lines
621 B
C++
#pragma once
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#include "graphics/util/uniform_structs.h"
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#include "material.h"
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/**
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* @file
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*
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* @brief Contains procedures for converting rendering data into their GPU uniform representations
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*/
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namespace graphics {
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namespace uniforms {
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void convert_model_material(model_uniform_data* data_out,
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const model_material& material,
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const matrix4& model_transform,
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const vec3d& scale,
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size_t transform_buffer_offset);
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void convert_shadow_material(shadow_uniform_data* data_out,
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const matrix4& model_transform,
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const vec3d& scale,
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size_t transform_buffer_offset);
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}
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}
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