| 24 | |
| 25 | using namespace Tr2RenderContextEnum; |
| 26 | Tr2ShadowMap::Tr2ShadowMap( IRoot* lockobj ) : |
| 27 | m_size( SHADOW_MAP_SIZE ), |
| 28 | m_height( 2 ), |
| 29 | m_width( 8 ), |
| 30 | m_splitCount( SHADOW_FRUSTUM_COUNT ), |
| 31 | m_disableShimmer( true ), |
| 32 | m_oldZFar( 0.0 ), |
| 33 | m_useDenoiser( true ), |
| 34 | m_debugColorSplit( false ), |
| 35 | m_lastNearClip( 0.0f ), |
| 36 | m_lastFarClip( 0.0f ), |
| 37 | m_shadowSplitMode( Tr2ShadowMap::ShadowSplitMode::STATIC ) |
| 38 | { |
| 39 | m_shadowEffect.CreateInstance(); |
| 40 | m_shadowEffect->SetEffectPathName( "res:/graphics/effect/managed/space/system/ShadowDepth.fx" ); |
| 41 | m_shadowEffect->SetParameter( BlueSharedString( "EveSpaceSceneCascadedShadowMap" ), Tr2TextureAL{} ); |
| 42 | m_shadowEffect->SetParameter( BlueSharedString( "DepthMap" ), Tr2TextureAL{} ); |
| 43 | GlobalStore().RegisterVariable( "EveSpaceSceneShadowMap", static_cast<ITr2TextureProvider*>( nullptr ) ); |
| 44 | GlobalStore().RegisterVariable( "EveSpaceSceneCascadedShadowMap", static_cast<ITr2TextureProvider*>( nullptr ) ); |
| 45 | |
| 46 | m_denoiser.CreateInstance(); |
| 47 | |
| 48 | SetStaticShadowSplits(); |
| 49 | } |
| 50 | |
| 51 | void Tr2ShadowMap::Setup( uint32_t elementSize, uint32_t elementCount, bool useDenoiser ) |
| 52 | { |
nothing calls this directly
no test coverage detected