XLE
v0.02.0
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Contains the result of a shadow prepare operation More...
#include <LightInternal.h>
Public Types | |
typedef RenderCore::Metal::ShaderResourceView | SRV |
typedef RenderCore::Metal::ConstantBuffer | CB |
Public Member Functions | |
void | InitialiseConstants (RenderCore::Metal::DeviceContext *devContext, const MultiProjection< MaxShadowTexturesPerLight > &) |
PreparedShadowFrustum (PreparedShadowFrustum &&moveFrom) never_throws | |
PreparedShadowFrustum & | operator= (PreparedShadowFrustum &&moveFrom) never_throws |
Public Attributes | |
CB | _arbitraryCB |
CB | _orthoCB |
unsigned | _frustumCount |
bool | _enableNearCascade |
ShadowProjectionDesc::Projections::Mode::Enum | _mode |
CB_ArbitraryShadowProjection | _arbitraryCBSource |
CB_OrthoShadowProjection | _orthoCBSource |
Contains the result of a shadow prepare operation
Typically shadows are prepared as one of the first steps of while rendering a frame. (though, I guess, the prepare step could happen at any time). We need to retain the shader constants and render target outputs from that preparation, to use later while resolving the lighting of the main scene.