| 100 | } |
| 101 | |
| 102 | void RenderDirectionalLightData::SetShaderData(ShaderLightData& data, bool useShadow) const |
| 103 | { |
| 104 | data.SpotAngles.X = -2.0f; |
| 105 | data.SpotAngles.Y = 1.0f; |
| 106 | data.SourceRadius = 0; |
| 107 | data.SourceLength = 0; |
| 108 | data.Color = Color; |
| 109 | data.MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS); |
| 110 | data.Position = Float3::Zero; |
| 111 | data.ShadowsBufferAddress = useShadow ? ShadowsBufferAddress : 0; |
| 112 | data.Direction = -Direction; |
| 113 | data.Radius = 0; |
| 114 | data.FalloffExponent = 0; |
| 115 | data.InverseSquared = 0; |
| 116 | data.RadiusInv = 0; |
| 117 | } |
| 118 | |
| 119 | bool RenderLocalLightData::CanRenderShadow(const RenderView& view) const |
| 120 | { |
no test coverage detected