Class CascadedShadowMap#
Defined in File CascadedShadowMap.ixx
Class Documentation#
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class CascadedShadowMap#
Public Functions
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CascadedShadowMap() = default#
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CascadedShadowMap(const CascadedShadowMap&) = delete#
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CascadedShadowMap &operator=(const CascadedShadowMap&) = delete#
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void createGraphicsPipeline()#
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void shaderHotReload()#
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void recordCommands(vk::CommandBuffer &commandBuffer, uint32_t image_index, Scene *scene, std::span<const vk::DescriptorSet> descriptorSets, bool cullingEnabled)#
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inline vk::RenderPass getRenderPass() const#
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void updateCascades(const glm::mat4 &cameraView, float cameraFov, float aspect, float nearPlane, float farPlane, const glm::vec3 &lightDir, float shadowDistance = 0.0F, float splitLambda = 0.0F)#
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inline const std::vector<CascadeData> &getCascadeData() const#
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void uploadLightMatrices(uint32_t image_index)#
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inline unsigned int getCastersDrawn() const#
Caster draws submitted / considered across all cascades in the last recordCommands call. Summed over cascades, so a 3-cascade scene with one mesh considers 3.
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inline unsigned int getCastersConsidered() const#
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void cleanUp()#
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inline ~CascadedShadowMap()#
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CascadedShadowMap() = default#