AEResult GameLightsUpdate::ShadowDirLightRenderGameObject()
{
	LightManager* lightManager = m_GameApp->GetLightManager();
	GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager();

	if (lightManager->GetNumDirLightsWithShadows() == 0)
	{
		return AEResult::Ok;
	}

	Texture2DArray* shadowTextureArray = lightManager->GetDirLightShadowTextureArray();

	AETODO("Check return");
	RenderTarget* rtsDS[1] = { nullptr };
	m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_DirLightShadowTexturesDS);

	for (auto lightIt : *lightManager)
	{
		Light* light = lightIt.second;

		if (light->GetLightType() == LightType::Directional && light->IsShadowEnabled())
		{
			DirectionalLight* dirLight = reinterpret_cast<DirectionalLight*>(light);

			uint32_t idxs[1] = { light->GetShadowTextureIndex() };
			AETODO("Check return");
			m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray);
			m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent);

			for (uint32_t i = 0; i < AE_LIGHT_NUM_CASCADE_MAPS; i++)
			{
				AETODO("Check return");
				m_GraphicDevice->SetViewport(m_DirLightShadowViewports[i]);

				const LightCascadeInfo& lightCascadeInfo = dirLight->GetLightCascadeInfo();

				for (auto goIt : *gameObjectManager)
				{
					AETODO("Check return");
					ShadowLightRenderGameObject(goIt.second, lightCascadeInfo.m_CascadeViewMatrix[i], lightCascadeInfo.m_CascadeProjectionMatrix[i]);
				}
			}
		}
	}

	AETODO("Check return");
	m_GraphicDevice->ResetViewport();

	AETODO("Check return");
	m_GraphicDevice->ResetRenderTargetAndSetDepthStencil();

	return AEResult::Ok;
}
AEResult GameLightsUpdate::ShadowSpotLightRenderGameObject()
{
	LightManager* lightManager = m_GameApp->GetLightManager();
	GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager();

	if (lightManager->GetNumSpotLightsWithShadows() == 0)
	{
		return AEResult::Ok;
	}

	Texture2DArray* shadowTextureArray = lightManager->GetSpotLightShadowTextureArray();
	
	AETODO("Check return");
	RenderTarget* rtsDS[1] = { nullptr };
	m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_SpotLightShadowTexturesDS);

	AETODO("Check return");
	m_GraphicDevice->SetViewport(m_SpotLightShadowViewport);

	for (auto lightIt : *lightManager)
	{
		Light* light = lightIt.second;

		if (light->GetLightType() == LightType::Spot && light->IsShadowEnabled())
		{
			uint32_t idxs[1] = { light->GetShadowTextureIndex() };
			AETODO("Check return");
			m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray);
			m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent);

			for (auto goIt : *gameObjectManager)
			{
				AETODO("Check return");
				ShadowLightRenderGameObject(goIt.second, light->GetViewMatrix(), light->GetProjectionMatrix());
			}
		}
	}

	AETODO("Check return");
	m_GraphicDevice->ResetViewport();

	AETODO("Check return");
	m_GraphicDevice->ResetRenderTargetAndSetDepthStencil();

	return AEResult::Ok;
}