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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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35 changed files with 2624 additions and 38 deletions
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@ -105,6 +105,8 @@ public:
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ITextureSource *tsrc);
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const video::SColorf &getCurrentStarColor() const { return m_star_color; }
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float getSkyBodyOrbitTilt() const { return m_sky_body_orbit_tilt; }
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private:
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aabb3f m_box;
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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@ -159,6 +161,7 @@ private:
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bool m_directional_colored_fog;
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bool m_in_clouds = true; // Prevent duplicating bools to remember old values
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bool m_enable_shaders = false;
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float m_sky_body_orbit_tilt = 0.0f;
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video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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@ -205,3 +208,7 @@ private:
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float horizon_position, float day_position);
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void setSkyDefaults();
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};
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// calculates value for sky body positions for the given observed time of day
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// this is used to draw both Sun/Moon and shadows
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float getWickedTimeOfDay(float time_of_day);
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