From 3f87b520bbc64818fbae5b8daade3f93d54aad60 Mon Sep 17 00:00:00 2001 From: Mathias Agopian Date: Fri, 22 Apr 2022 10:04:20 -0700 Subject: [PATCH] ShadowMap::render() doesn't need CameraInfo anymore --- filament/src/ShadowMap.cpp | 4 +--- filament/src/ShadowMap.h | 3 +-- filament/src/ShadowMapManager.cpp | 2 +- 3 files changed, 3 insertions(+), 6 deletions(-) diff --git a/filament/src/ShadowMap.cpp b/filament/src/ShadowMap.cpp index c737564e05..1abfd67713 100644 --- a/filament/src/ShadowMap.cpp +++ b/filament/src/ShadowMap.cpp @@ -70,9 +70,7 @@ ShadowMap::~ShadowMap() { } void ShadowMap::render(FScene const& scene, utils::Range 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); diff --git a/filament/src/ShadowMap.h b/filament/src/ShadowMap.h index 76ed155ba4..3af98df985 100644 --- a/filament/src/ShadowMap.h +++ b/filament/src/ShadowMap.h @@ -105,8 +105,7 @@ public: SceneInfo& sceneInfo) noexcept; void render(FScene const& scene, utils::Range 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; } diff --git a/filament/src/ShadowMapManager.cpp b/filament/src/ShadowMapManager.cpp index 6860b64bef..c4fac828ac 100644 --- a/filament/src/ShadowMapManager.cpp +++ b/filament/src/ShadowMapManager.cpp @@ -267,7 +267,7 @@ FrameGraphId 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;