| 15 | } |
| 16 | |
| 17 | void DirectionalLight::Draw(RenderContext& renderContext) |
| 18 | { |
| 19 | float brightness = Brightness; |
| 20 | AdjustBrightness(renderContext.View, brightness); |
| 21 | Float3 position; |
| 22 | if (Brightness > ZeroTolerance |
| 23 | && EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::DirectionalLights) |
| 24 | && EnumHasAnyFlags(renderContext.View.Pass, DrawPass::GBuffer) |
| 25 | && CheckViewDistance(renderContext.View.Position, renderContext.View.Origin, position, brightness)) |
| 26 | { |
| 27 | RenderDirectionalLightData data; |
| 28 | data.Position = position; |
| 29 | data.MinRoughness = MinRoughness; |
| 30 | data.ShadowsDistance = ShadowsDistance; |
| 31 | data.Color = Color.ToFloat3() * (Color.A * brightness); |
| 32 | data.ShadowsStrength = ShadowsStrength; |
| 33 | data.Direction = GetDirection(); |
| 34 | data.ShadowsFadeDistance = ShadowsFadeDistance; |
| 35 | data.ShadowsNormalOffsetScale = ShadowsNormalOffsetScale; |
| 36 | data.ShadowsDepthBias = ShadowsDepthBias; |
| 37 | data.ShadowsSharpness = ShadowsSharpness; |
| 38 | data.VolumetricScatteringIntensity = VolumetricScatteringIntensity; |
| 39 | data.IndirectLightingIntensity = IndirectLightingIntensity; |
| 40 | data.CastVolumetricShadow = CastVolumetricShadow; |
| 41 | data.ShadowsUpdateRate = ShadowsUpdateRate; |
| 42 | data.ShadowFrame = _invalidateShadowFrame; |
| 43 | data.ShadowsResolution = (int32)ShadowsResolution; |
| 44 | data.ShadowsUpdateRateAtDistance = ShadowsUpdateRateAtDistance; |
| 45 | data.ShadowsMode = ShadowsMode; |
| 46 | data.CascadeCount = CascadeCount; |
| 47 | data.Cascade1Spacing = Cascade1Spacing; |
| 48 | data.Cascade2Spacing = Cascade2Spacing; |
| 49 | data.Cascade3Spacing = Cascade3Spacing; |
| 50 | data.Cascade4Spacing = Cascade4Spacing; |
| 51 | data.PartitionMode = PartitionMode; |
| 52 | data.ContactShadowsLength = ContactShadowsLength; |
| 53 | data.StaticFlags = GetStaticFlags(); |
| 54 | data.ID = GetID(); |
| 55 | data.ScreenSize = 1.0f; |
| 56 | renderContext.List->DirectionalLights.Add(data); |
| 57 | } |
| 58 | } |
| 59 | |
| 60 | void DirectionalLight::Serialize(SerializeStream& stream, const void* otherObj) |
| 61 | { |
nothing calls this directly
no test coverage detected