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- #pragma once
- #include <rendering/renderer.h>
- struct SunShadow
- {
- Renderer::FBO shadowMapCascades[3];
- Renderer::FBO shadowTexturePreview;
- Shader renderShadowIntoTextureShader;
- GLuint64 bindlessShadowTextures[3] = {};
- GLint u_depthTexture;
- GLint u_far;
- GLint u_close;
- void init();
- void update();
-
- glm::mat4 lightSpaceMatrixCascades[3]{glm::mat4(1.f)};
- glm::ivec3 lightSpacePositionCascades[3] = {};
- void renderShadowIntoTexture(Camera &camera);
-
- //glm::mat4 getLightSpaceMatrix();
- };
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