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@@ -318,11 +318,6 @@ namespace bs { namespace ct
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POOLED_RENDER_TEXTURE_DESC::create2D(SHADOW_MAP_FORMAT, size, size, TU_DEPTHSTENCIL));
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}
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- ShadowMapAtlas::~ShadowMapAtlas()
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- {
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- GpuResourcePool::instance().release(mAtlas);
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- }
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-
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bool ShadowMapAtlas::addMap(UINT32 size, Rect2I& area, UINT32 border)
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{
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UINT32 sizeWithBorder = size + border * 2;
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@@ -376,11 +371,6 @@ namespace bs { namespace ct
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POOLED_RENDER_TEXTURE_DESC::createCube(SHADOW_MAP_FORMAT, size, size, TU_DEPTHSTENCIL));
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}
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- ShadowCubemap::~ShadowCubemap()
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- {
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- GpuResourcePool::instance().release(mShadowMap);
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- }
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-
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SPtr<RenderTexture> ShadowCubemap::getTarget() const
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{
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return mShadowMap->renderTexture;
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@@ -403,19 +393,15 @@ namespace bs { namespace ct
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}
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}
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- ShadowCascadedMap::~ShadowCascadedMap()
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- {
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- GpuResourcePool::instance().release(mShadowMap);
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- }
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-
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SPtr<RenderTexture> ShadowCascadedMap::getTarget(UINT32 cascadeIdx) const
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{
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return mTargets[cascadeIdx];
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}
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/**
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- * Provides a common for all types of shadow depth rendering to render the relevant objects into the depth map. Iterates
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- * over all relevant objects in the scene, binds the relevant materials and renders the objects into the depth map.
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+ * Provides a common way for all types of shadow depth rendering to render the relevant objects into the depth map.
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+ * Iterates over all relevant objects in the scene, binds the relevant materials and renders the objects into the depth
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+ * map.
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*/
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class ShadowRenderQueue
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{
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