ShadowMap::render() doesn't need CameraInfo anymore

This commit is contained in:
Mathias Agopian
2022-04-22 10:04:20 -07:00
committed by Mathias Agopian
parent 135a362176
commit 3f87b520bb
3 changed files with 3 additions and 6 deletions

View File

@@ -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);

View File

@@ -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; }

View File

@@ -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;