ShadowMap::render() doesn't need CameraInfo anymore
This commit is contained in:
committed by
Mathias Agopian
parent
135a362176
commit
3f87b520bb
@@ -70,9 +70,7 @@ ShadowMap::~ShadowMap() {
|
||||
}
|
||||
|
||||
void ShadowMap::render(FScene const& scene, utils::Range<uint32_t> range,
|
||||
FScene::VisibleMaskType visibilityMask, filament::CameraInfo const& cameraInfo,
|
||||
RenderPass* const pass) noexcept {
|
||||
// pass->setCamera(cameraInfo);
|
||||
FScene::VisibleMaskType visibilityMask, RenderPass* const pass) noexcept {
|
||||
pass->setVisibilityMask(visibilityMask);
|
||||
pass->setGeometry(scene.getRenderableData(), range, scene.getRenderableUBO());
|
||||
pass->overridePolygonOffset(&mShadowMapInfo.polygonOffset);
|
||||
|
||||
@@ -105,8 +105,7 @@ public:
|
||||
SceneInfo& sceneInfo) noexcept;
|
||||
|
||||
void render(FScene const& scene, utils::Range<uint32_t> range,
|
||||
FScene::VisibleMaskType visibilityMask, filament::CameraInfo const& cameraInfo,
|
||||
RenderPass* pass) noexcept;
|
||||
FScene::VisibleMaskType visibilityMask, RenderPass* const pass) noexcept;
|
||||
|
||||
// Do we have visible shadows. Valid after calling update().
|
||||
bool hasVisibleShadows() const noexcept { return mHasVisibleShadows; }
|
||||
|
||||
@@ -267,7 +267,7 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FrameGraph& fg,
|
||||
|
||||
// generate and sort the commands for rendering the shadow map
|
||||
RenderPass entryPass(pass);
|
||||
shadowMap.render(*scene, entry.range, entry.visibilityMask, cameraInfo, &entryPass);
|
||||
shadowMap.render(*scene, entry.range, entry.visibilityMask, &entryPass);
|
||||
|
||||
const auto& executor = entryPass.getExecutor();
|
||||
const bool blur = view.hasVSM() && options->vsm.blurWidth > 0.0f;
|
||||
|
||||
Reference in New Issue
Block a user