Example #1
0
        public void ResolveShadows(LightArea Area, bool attenuateShadows, Texture mask = null)
        {
            var Result       = Area.RenderTarget;
            var MaskTexture  = mask == null ? Area.Mask.Texture : mask;
            var MaskProps    = Vector4.Zero;
            var diffuseColor = Vector4.One;

            ExecuteTechnique(Area.RenderTarget, distancesRT, "ComputeDistances");
            ExecuteTechnique(distancesRT, distortRT, "Distort");

            // Working now
            ApplyHorizontalReduction(distortRT, shadowMap);

            //only DrawShadows needs these vars
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("AttenuateShadows", attenuateShadows ? 0 : 1);
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("MaskProps", MaskProps);
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("DiffuseColor", diffuseColor);

            var maskSize   = MaskTexture.Size;
            var MaskTarget = new RenderImage("MaskTarget", maskSize.X, maskSize.Y);

            ExecuteTechnique(MaskTarget, Result, "DrawShadows", shadowMap);

            resolveShadowsEffectTechnique["DrawShadows"].ResetCurrentShader();
        }
Example #2
0
        public void ResolveShadows(LightArea Area, bool attenuateShadows, Texture mask = null)
        {
            var Result       = Area.RenderTarget;
            var MaskTexture  = mask ?? Area.Mask.Texture;
            var MaskProps    = Vector4.Zero;
            var diffuseColor = Vector4.One;

            ExecuteTechnique(Area.RenderTarget, distancesRT, "ComputeDistances");
            ExecuteTechnique(distancesRT, distortRT, "Distort");

            // Working now
            ApplyHorizontalReduction(distortRT, shadowMap);

            //only DrawShadows needs these vars
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("AttenuateShadows", attenuateShadows ? 0 : 1);
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("MaskProps", MaskProps);
            resolveShadowsEffectTechnique["DrawShadows"].SetUniform("DiffuseColor", diffuseColor);

            var maskSize = MaskTexture.Size;

            // I have TRIED to get this to work without this blank one.
            // I give the hell up.
            // I'll just cache them so they're not being recreated constantly.
            if (!BlankRenderImages.TryGetValue(maskSize, out var MaskTarget))
            {
                MaskTarget = new RenderImage("MaskTarget", maskSize.X, maskSize.Y);
                BlankRenderImages[maskSize] = MaskTarget;
            }
            ExecuteTechnique(MaskTarget, Result, "DrawShadows", shadowMap);

            resolveShadowsEffectTechnique["DrawShadows"].ResetCurrentShader();
        }