| 283 | } |
| 284 | |
| 285 | void MeshRenderer::CreateShadowMaps() |
| 286 | { |
| 287 | // Create the shadow map as a texture atlas |
| 288 | sunShadowDepthMap.Initialize(device, ShadowMapSize, ShadowMapSize, DXGI_FORMAT_D24_UNORM_S8_UINT, true, |
| 289 | ShadowMSAASamples, 0, 1); |
| 290 | |
| 291 | DXGI_FORMAT smFmt = DXGI_FORMAT_R32G32B32A32_FLOAT; |
| 292 | uint32 numMips = EnableShadowMips ? 0 : 1; |
| 293 | sunVSM.Initialize(device, ShadowMapSize, ShadowMapSize, smFmt, numMips, 1, 0, |
| 294 | EnableShadowMips, false, NumCascades, false); |
| 295 | |
| 296 | tempVSM.Initialize(device, ShadowMapSize, ShadowMapSize, smFmt, 1, 1, 0, false, false, 1, false); |
| 297 | |
| 298 | areaLightShadowMap.Initialize(device, ShadowMapSize, ShadowMapSize, DXGI_FORMAT_D32_FLOAT, true, 1, 0, 6, true); |
| 299 | } |
| 300 | |
| 301 | // Loads resources |
| 302 | void MeshRenderer::Initialize(ID3D11Device* device, ID3D11DeviceContext* context, const Model* model) |
nothing calls this directly
no test coverage detected