ShadowMapPass
Engine/source/lighting/shadowMap/shadowMapPass.h
ShadowMapPass, this is plugged into the SceneManager to generate ShadowMaps for the scene.
Public Static Attributes
bool
Used to for debugging performance by disabling shadow updates and rendering.
bool
milliseconds before dynamic redraw
milliseconds before static redraw
Private Static Attributes
The milliseconds alotted for shadow map updates on a per frame basis.
Private Attributes
Public Functions
ShadowMapPass(LightManager * LightManager, ShadowMapManager * ShadowManager)
bool
Return the type of pass this is.
Return our sort value. (Go first in order to have shadow maps available for RIT_Objects)
render(SceneManager * sceneGraph, const SceneRenderState * diffuseState, U32 objectMask)
Called to render a scene.
Detailed Description
ShadowMapPass, this is plugged into the SceneManager to generate ShadowMaps for the scene.
Public Static Attributes
const String PassTypeName
bool smDisableShadows
Used to for debugging performance by disabling shadow updates and rendering.
bool smDisableShadowsEditor
bool smDisableShadowsPref
S32 smDynamicShadowUpdateFreq
milliseconds before dynamic redraw
S32 smStaticShadowUpdateFreq
milliseconds before static redraw
Private Static Attributes
U32 smActiveShadowMaps
U32 smNearShadowMaps
U32 smRenderBudgetMs
The milliseconds alotted for shadow map updates on a per frame basis.
We have a default 8ms render budget for shadow rendering.
U32 smRenderTargetChanges
U32 smShadowMapPolyCount
U32 smShadowMapsDrawCalls
F32 smShadowPoolMemory
U32 smShadowPoolTexturesCount
U32 smUpdatedShadowMaps
Private Attributes
U32 mActiveLights
SimObjectPtr< DynamicShadowRenderPassManager > mDynamicShadowRPM
LightManager * mLightManager
LightInfoList mLights
ShadowMapManager * mShadowManager
SimObjectPtr< ShadowRenderPassManager > mShadowRPM
PlatformTimer * mTimer
Public Functions
ShadowMapPass()
ShadowMapPass(LightManager * LightManager, ShadowMapManager * ShadowManager)
~ShadowMapPass()
geometryOnly()
getPassType()
Return the type of pass this is.
getSortValue()
Return our sort value. (Go first in order to have shadow maps available for RIT_Objects)
render(SceneManager * sceneGraph, const SceneRenderState * diffuseState, U32 objectMask)
Called to render a scene.
