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

@ -45,7 +45,6 @@ class RenderObjectMgr;
class RenderTerrainMgr;
class PlatformTimer;
class ShadowRenderPassManager;
class DynamicShadowRenderPassManager;
/// ShadowMapPass, this is plugged into the SceneManager to generate
/// ShadowMaps for the scene.
@ -109,7 +108,6 @@ private:
LightInfoList mLights;
U32 mActiveLights;
SimObjectPtr<ShadowRenderPassManager> mShadowRPM;
SimObjectPtr<DynamicShadowRenderPassManager> mDynamicShadowRPM;
LightManager* mLightManager;
ShadowMapManager* mShadowManager;
Point3F mPrevCamPos;
@ -127,14 +125,4 @@ public:
virtual void addInst( RenderInst *inst );
};
class DynamicShadowRenderPassManager : public RenderPassManager
{
typedef RenderPassManager Parent;
public:
DynamicShadowRenderPassManager() : Parent() {}
/// Add a RenderInstance to the list
virtual void addInst(RenderInst *inst);
};
#endif // _SHADOWMAPPASS_H_