void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) { auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage(); const auto globalShadow = lightStage->getShadow(0); // Cache old render args RenderArgs* args = renderContext->args; output = args->_renderMode; auto nearClip = args->getViewFrustum().getNearClip(); float nearDepth = -args->_boomOffset.z; const int SHADOW_FAR_DEPTH = 20; globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH); // Set the keylight render args args->pushViewFrustum(*(globalShadow->getFrustum())); args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; }
void RenderShadowTask::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) { assert(sceneContext); RenderArgs* args = renderContext->args; // sanity checks if (!sceneContext->_scene || !args) { return; } auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage(); const auto globalShadow = lightStage->getShadow(0); // If the global light is not set, bail if (!globalShadow) { return; } // Cache old render args RenderArgs::RenderMode mode = args->_renderMode; auto nearClip = args->getViewFrustum().getNearClip(); float nearDepth = -args->_boomOffset.z; const int SHADOW_FAR_DEPTH = 20; globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH); // Set the keylight render args args->pushViewFrustum(*(globalShadow->getFrustum())); args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; // TODO: Allow runtime manipulation of culling ShouldRenderFunctor for (auto job : _jobs) { job.run(sceneContext, renderContext); } // Reset the render args args->popViewFrustum(); args->_renderMode = mode; };