Better commenting and readability fixes
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+7
-4
@@ -26,13 +26,16 @@ namespace AZ
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struct PointLightData
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{
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AZStd::array<float, 3> m_position = {{0.0f, 0.0f, 0.0f}};
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float m_invAttenuationRadiusSquared =
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0.0f; // Inverse of the distance at which this light no longer has an effect, squared. Also used for falloff calculations.
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// Inverse of the distance at which this light no longer has an effect, squared. Also used for falloff calculations.
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float m_invAttenuationRadiusSquared = 0.0f;
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AZStd::array<float, 3> m_rgbIntensity = {{0.0f, 0.0f, 0.0f}};
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float m_bulbRadius = 0.0f; // Radius of spherical light in meters.
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// Radius of spherical light in meters.
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float m_bulbRadius = 0.0f;
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static const int NumShadowFaces = 6;
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AZStd::array<uint16_t, NumShadowFaces> m_shadowIndices = {{0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF}};
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uint32_t m_padding;
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};
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@@ -201,7 +201,7 @@ namespace AZ
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for (int i = 0; i < PointLightData::NumShadowFaces; ++i)
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{
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ShadowId shadowId = ShadowId(light.m_shadowIndices[i]);
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if (shadowId.IsValid() && enabled == false)
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if (shadowId.IsValid() && !enabled)
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{
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// Disable shadows
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m_shadowFeatureProcessor->ReleaseShadow(shadowId);
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@@ -209,7 +209,7 @@ namespace AZ
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light.m_shadowIndices[i] = shadowId.GetIndex();
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m_deviceBufferNeedsUpdate = true;
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}
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else if (shadowId.IsNull() && enabled == true)
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else if (shadowId.IsNull() && enabled)
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{
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// Enable shadows
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light.m_shadowIndices[i] = m_shadowFeatureProcessor->AcquireShadow().GetIndex();
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@@ -244,7 +244,8 @@ namespace AZ
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}
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ProjectedShadowFeatureProcessorInterface::ProjectedShadowDescriptor desc = m_shadowFeatureProcessor->GetShadowProperties(shadowId);
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desc.m_fieldOfViewYRadians = DegToRad(91.0f); // Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
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// Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
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desc.m_fieldOfViewYRadians = DegToRad(91.0f);
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desc.m_transform = m_pointShadowTransforms[i];
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desc.m_transform.SetTranslation(pointLight.m_position[0], pointLight.m_position[1], pointLight.m_position[2]);
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desc.m_aspectRatio = 1.0f;
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