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;
}
void GameObjectLightComponentWidget::InitFields()
{
	Light* light = nullptr;

	////////////////////////////////////////
	// Set Ready to false, so Light cannot change
	// properties while been initialized
	m_IsReady = false;

	////////////////////////////////////////
	// Check Engine Viewer
	AEAssert(m_EngineViewer != nullptr);
	if (m_EngineViewer == nullptr)
	{
		return;
	}

	////////////////////////////////////////
	// Verify LOC and Get Light Object
	light = GetLight();

	if(light == nullptr)
	{
		AETODO("Add log");

		return;
	}

	////////////////////////////////////////
	// Set Light Type
	SetLightTypeComboBoxIndex(light->GetLightType());

	////////////////////////////////////////
	// Set Enabled
	m_GameObjectLightComponentWidgetQtUI.m_Enabled->setChecked(light->IsEnabled());

	////////////////////////////////////////
	// Set Intensity
	m_GameObjectLightComponentWidgetQtUI.m_IntensitySB->setValue(static_cast<double>(light->GetIntensity()));

	////////////////////////////////////////
	// Set Color
	QColor qColor = AEQTHelpers::GetQColorFromColor(light->GetColor());

	SetColorToColorWidget(qColor);

	////////////////////////////////////////
	// Set Near and Far Attenuation
	m_GameObjectLightComponentWidgetQtUI.m_NearAttSB->setValue(static_cast<double>(light->GetNearAttenuation()));
	m_GameObjectLightComponentWidgetQtUI.m_FarAttSB->setValue(static_cast<double>(light->GetFarAttenuation()));

	////////////////////////////////////////
	// Set Shadow Enabled
	m_GameObjectLightComponentWidgetQtUI.m_ShadowEnabled->setChecked(light->IsShadowEnabled());
	m_GameObjectLightComponentWidgetQtUI.m_DrawFrustum->setEnabled(light->IsShadowEnabled());

	////////////////////////////////////////
	// Enable/Visibility of Angle options
	if(light->GetLightType() == LightType::Spot)
	{
		m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(true);
		m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(true);

		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(true);
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(true);

		////////////////////////////////////////
		// Get Spot Light
		SpotLight* spotLight = reinterpret_cast<SpotLight*>(light);

		////////////////////////////////////////
		// Set Angle and Fall out Angle
		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setValue(static_cast<double>(spotLight->GetAngle()));
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setValue(static_cast<double>(spotLight->GetFallOffAngle()));
	}
	else
	{
		m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(false);
		m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(false);

		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(false);
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(false);
	}

	////////////////////////////////////////
	// Enable/Visibility of Draw Frustum Cascades
	if (light->GetLightType() == LightType::Directional)
	{
		m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(true);
	}
	else
	{
		m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(false);
	}

	////////////////////////////////////////
	// Light is Ready to change properties
	m_IsReady = true;
}