/s/KRAABB/AABB/g
Cleanup, new hash<> functions
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@@ -52,7 +52,7 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
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float max_depth = 1.0f;
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*/
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KRAABB worldSpacefrustrumSliceBounds = KRAABB(Vector3(-1.0f, -1.0f, -1.0f), Vector3(1.0f, 1.0f, 1.0f), Matrix4::Invert(viewport.getViewProjectionMatrix()));
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AABB worldSpacefrustrumSliceBounds = AABB(Vector3(-1.0f, -1.0f, -1.0f), Vector3(1.0f, 1.0f, 1.0f), Matrix4::Invert(viewport.getViewProjectionMatrix()));
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worldSpacefrustrumSliceBounds.scale(KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE);
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Vector3 shadowLook = -Vector3::Normalize(getWorldLightDirection());
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@@ -66,8 +66,8 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
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Matrix4 matShadowView = Matrix4::LookAt(worldSpacefrustrumSliceBounds.center() - shadowLook, worldSpacefrustrumSliceBounds.center(), shadowUp);
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Matrix4 matShadowProjection = Matrix4();
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KRAABB shadowSpaceFrustrumSliceBounds = KRAABB(worldSpacefrustrumSliceBounds.min, worldSpacefrustrumSliceBounds.max, Matrix4::Invert(matShadowProjection));
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KRAABB shadowSpaceSceneBounds = KRAABB(getScene().getRootOctreeBounds().min, getScene().getRootOctreeBounds().max, Matrix4::Invert(matShadowProjection));
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AABB shadowSpaceFrustrumSliceBounds = AABB(worldSpacefrustrumSliceBounds.min, worldSpacefrustrumSliceBounds.max, Matrix4::Invert(matShadowProjection));
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AABB shadowSpaceSceneBounds = AABB(getScene().getRootOctreeBounds().min, getScene().getRootOctreeBounds().max, Matrix4::Invert(matShadowProjection));
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if(shadowSpaceSceneBounds.min.z < shadowSpaceFrustrumSliceBounds.min.z) shadowSpaceFrustrumSliceBounds.min.z = shadowSpaceSceneBounds.min.z; // Include any potential shadow casters that are outside the view frustrum
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matShadowProjection.scale(1.0f / shadowSpaceFrustrumSliceBounds.size().x, 1.0f / shadowSpaceFrustrumSliceBounds.size().y, 1.0f / shadowSpaceFrustrumSliceBounds.size().z);
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@@ -76,8 +76,8 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
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matShadowProjection *= matBias;
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KRViewport newShadowViewport = KRViewport(Vector2(KRENGINE_SHADOW_MAP_WIDTH, KRENGINE_SHADOW_MAP_HEIGHT), matShadowView, matShadowProjection);
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KRAABB prevShadowBounds = KRAABB(-Vector3::One(), Vector3::One(), Matrix4::Invert(m_shadowViewports[iShadow].getViewProjectionMatrix()));
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KRAABB minimumShadowBounds = KRAABB(-Vector3::One(), Vector3::One(), Matrix4::Invert(newShadowViewport.getViewProjectionMatrix()));
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AABB prevShadowBounds = AABB(-Vector3::One(), Vector3::One(), Matrix4::Invert(m_shadowViewports[iShadow].getViewProjectionMatrix()));
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AABB minimumShadowBounds = AABB(-Vector3::One(), Vector3::One(), Matrix4::Invert(newShadowViewport.getViewProjectionMatrix()));
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minimumShadowBounds.scale(1.0f / KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE);
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if(!prevShadowBounds.contains(minimumShadowBounds) || !shadowValid[iShadow] || true) { // FINDME, HACK - Re-generating the shadow map every frame. This should only be needed if the shadow contains non-static geometry
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m_shadowViewports[iShadow] = newShadowViewport;
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@@ -129,7 +129,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &
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}
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}
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KRAABB KRDirectionalLight::getBounds()
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AABB KRDirectionalLight::getBounds()
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{
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return KRAABB::Infinite();
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return AABB::Infinite();
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}
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