| 658 | } |
| 659 | |
| 660 | void Tr2InteriorScene::SetupShadowMaps() |
| 661 | { |
| 662 | m_lightRenderTargets.Clear(); |
| 663 | |
| 664 | for( int i = 0; i < (int)( m_lights.size() ) && i < m_shadowCount; i++ ) |
| 665 | { |
| 666 | Tr2RenderTargetPtr rt; |
| 667 | rt.CreateInstance(); |
| 668 | rt->SetName( "ShadowMap" ); |
| 669 | rt->Create( m_shadowSize, m_shadowSize, 1, Tr2RenderContextEnum::PIXEL_FORMAT_R32_FLOAT, 1, 0 ); |
| 670 | m_lightRenderTargets.Append( rt ); |
| 671 | } |
| 672 | |
| 673 | // Setup depth stencil texture |
| 674 | m_lightDepthStencil = Tr2DepthStencilPtr(); |
| 675 | m_lightDepthStencil.CreateInstance(); |
| 676 | m_lightDepthStencil->Create( m_shadowSize, m_shadowSize, Tr2RenderContextEnum::DSFMT_D32, 0, 0 ); |
| 677 | } |
| 678 | |
| 679 | // -------------------------------------------------------------------------------------- |
| 680 | // Description |