Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -223,7 +223,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
// Find a shadow map for this light, if it has one
ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
LightShadowMap *lsm = lsp->getShadowMap();
LightShadowMap *dynamicShadowMap = lsp->getShadowMap(true);
// Get the right shadow type.
ShadowType shadowType = ShadowType_None;
@ -236,7 +235,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
LightBinEntry lEntry;
lEntry.lightInfo = light;
lEntry.shadowMap = lsm;
lEntry.dynamicShadowMap = dynamicShadowMap;
lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
if( lightType == LightInfo::Spot )
@ -376,7 +374,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
setupSGData( sgData, state, curLightInfo );
curLightMat->setLightParameters( curLightInfo, state );
mShadowManager->setLightShadowMap( curEntry.shadowMap );
mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
// Set geometry
GFX->setVertexBuffer( curEntry.vertBuffer );
@ -405,7 +402,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
// Set NULL for active shadow map (so nothing gets confused)
mShadowManager->setLightShadowMap(NULL);
mShadowManager->setLightDynamicShadowMap(NULL);
GFX->setVertexBuffer( NULL );
GFX->setPrimitiveBuffer( NULL );