Implemented Shadow maps (still needs improvement) #314
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@ -60,7 +60,7 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
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if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
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{
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return 0.3f;
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return 0.0f;
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}
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else
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return 1.0f;
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@ -33,6 +33,7 @@ namespace SHADE
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.maxAnisotropy = 1.0f,
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.minLod = params.minLod,
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.maxLod = params.maxLod,
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.borderColor = vk::BorderColor::eFloatOpaqueWhite
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};
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// Create the sampler
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@ -412,7 +412,7 @@ namespace SHADE
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lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
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lightingSubSystem->Init(device, descPool, &resourceManager, samplerCache.GetSampler (device, SHVkSamplerParams
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{
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// nothing for now
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.addressMode = vk::SamplerAddressMode::eClampToBorder,
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})
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);
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@ -518,7 +518,7 @@ namespace SHADE
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if (auto renderer = light.GetRenderer())
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{
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//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
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renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(30.0f, 30.0f, 1.0f, 50.0f));
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renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(10.0f, 10.0f, 1.0f, 50.0f));
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}
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auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
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