Add directional shadow request planning
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@@ -165,6 +165,7 @@ TEST(RenderSceneExtractor_Test, ExtractsBrightestDirectionalLightAsMainLight) {
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mainLight->SetLightType(LightType::Directional);
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mainLight->SetColor(Color(1.0f, 0.8f, 0.6f, 1.0f));
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mainLight->SetIntensity(2.5f);
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mainLight->SetCastsShadows(true);
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mainLightObject->GetTransform()->SetLocalRotation(
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Quaternion::LookRotation(Vector3(-0.3f, -1.0f, -0.2f).Normalized()));
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@@ -177,6 +178,7 @@ TEST(RenderSceneExtractor_Test, ExtractsBrightestDirectionalLightAsMainLight) {
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EXPECT_EQ(sceneData.lighting.mainDirectionalLight.color.r, 1.0f);
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EXPECT_EQ(sceneData.lighting.mainDirectionalLight.color.g, 0.8f);
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EXPECT_EQ(sceneData.lighting.mainDirectionalLight.color.b, 0.6f);
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EXPECT_TRUE(sceneData.lighting.mainDirectionalLight.castsShadows);
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EXPECT_EQ(
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sceneData.lighting.mainDirectionalLight.direction,
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mainLightObject->GetTransform()->GetForward().Normalized() * -1.0f);
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@@ -357,7 +359,6 @@ TEST(RenderSceneExtractor_Test, FallsBackToEmbeddedMeshMaterialsWhenRendererHasN
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EXPECT_EQ(ResolveMaterial(sceneData.visibleItems[0]), embeddedMaterial);
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meshFilter->ClearMesh();
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delete embeddedMaterial;
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delete mesh;
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}
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