refactor(rendering): split managed SRP layers and namespaces
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@@ -0,0 +1,86 @@
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using XCEngine;
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namespace XCEngine.Rendering
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{
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public sealed class DirectionalShadowData
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{
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internal static readonly DirectionalShadowData Default =
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new DirectionalShadowData(
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false,
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Matrix4x4.Identity,
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0.0f,
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0.1f,
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0.0f,
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0,
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0,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0);
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internal DirectionalShadowData(
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bool enabled,
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Matrix4x4 viewProjection,
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float orthographicHalfExtent,
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float nearClipPlane,
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float farClipPlane,
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int mapWidth,
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int mapHeight,
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float worldTexelSize,
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float receiverDepthBias,
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float normalBiasScale,
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float shadowStrength,
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float depthBiasFactor,
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int depthBiasUnits)
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{
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this.enabled = enabled;
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this.viewProjection = viewProjection;
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this.orthographicHalfExtent =
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orthographicHalfExtent;
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this.nearClipPlane = nearClipPlane;
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this.farClipPlane = farClipPlane;
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this.mapWidth = mapWidth;
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this.mapHeight = mapHeight;
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this.worldTexelSize = worldTexelSize;
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this.receiverDepthBias = receiverDepthBias;
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this.normalBiasScale = normalBiasScale;
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this.shadowStrength = shadowStrength;
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this.depthBiasFactor = depthBiasFactor;
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this.depthBiasUnits = depthBiasUnits;
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}
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public bool enabled { get; }
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public Matrix4x4 viewProjection { get; }
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public float orthographicHalfExtent { get; }
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public float nearClipPlane { get; }
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public float farClipPlane { get; }
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public int mapWidth { get; }
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public int mapHeight { get; }
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public float worldTexelSize { get; }
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public float receiverDepthBias { get; }
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public float normalBiasScale { get; }
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public float shadowStrength { get; }
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public float depthBiasFactor { get; }
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public int depthBiasUnits { get; }
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public bool hasShadowMap =>
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enabled &&
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mapWidth > 0 &&
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mapHeight > 0;
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}
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}
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