<commit_before>#pragma once

#include "Common.h"
#include "Color.h"
#include "ObjectID.hpp"
#include "VectorIndexer.hpp"

namespace Rendering
{
	namespace Shadow
	{
		class BaseShadow final
		{
		public:
			struct Param
			{
				float	projNear		= 0.1f;			// x

				Half	softness		= Half(1.0f);	// y
				Half	underScanSize	= Half(4.25f);	// y

				uchar	flag			= 0;			// z
				uchar	bias			= 1;			// z
				ushort	lightIndex		= -1;			// z

				uint	shadowColor		= Color::Get32BitUintColor(0.0f, 0.0f, 0.0f, 0.8f);	// a

				Param() = default;
			};

		public:
			BaseShadow(Core::ObjectID id) : _objectID(id) { }

			GET_CONST_ACCESSOR(Dirty,			bool,			_dirty);
			SET_ACCESSOR(Dirty,					bool,			_dirty);

			GET_CONST_ACCESSOR(Param,			const Param&,	_param);
			GET_CONST_ACCESSOR(ParamCBData,		Param,			_param);

			SET_ACCESSOR_DIRTY(ProjNear,		float,			_param.projNear);
			GET_CONST_ACCESSOR(ProjNear,		float,			_param.projNear);

			SET_ACCESSOR_DIRTY(Softness,		Half,			_param.softness);
			GET_CONST_ACCESSOR(Softness,		Half,			_param.softness);

			SET_ACCESSOR_DIRTY(UnderScanSize,	Half,			_param.underScanSize);
			GET_CONST_ACCESSOR(UnderScanSize,	Half,			_param.underScanSize);

			SET_ACCESSOR_DIRTY(Flag,			uchar,			_param.flag);
			GET_CONST_ACCESSOR(Flag,			uchar,			_param.flag);

			GET_CONST_ACCESSOR(LightIndex,		ushort,			_param.lightIndex);

			GET_CONST_ACCESSOR(ObjectID,		Core::ObjectID,	_objectID);

			inline float GetBias() const { return static_cast<float>(_param.bias) * 1020.0f; }
			inline void SetBias(float f) { _param.bias = static_cast<uchar>(f / 1020.0f); _dirty = true; }
<commit_msg>BaseShadow - GetLightIndex 제거<commit_after>#pragma once

#include "Common.h"
#include "Color.h"
#include "ObjectID.hpp"
#include "VectorIndexer.hpp"

namespace Rendering
{
	namespace Shadow
	{
		class BaseShadow final
		{
		public:
			struct Param
			{
				float	projNear		= 0.1f;			// x

				Half	softness		= Half(1.0f);	// y
				Half	underScanSize	= Half(4.25f);	// y

				uchar	flag			= 0;			// z
				uchar	bias			= 1;			// z
				ushort	lightIndex		= -1;			// z

				uint	shadowColor		= Color::Get32BitUintColor(0.0f, 0.0f, 0.0f, 0.8f);	// a

				Param() = default;
			};

		public:
			BaseShadow(Core::ObjectID id) : _objectID(id) { }

			GET_CONST_ACCESSOR(Dirty,			bool,			_dirty);
			SET_ACCESSOR(Dirty,					bool,			_dirty);

			GET_CONST_ACCESSOR(Param,			const Param&,	_param);
			GET_CONST_ACCESSOR(ParamCBData,		Param,			_param);

			SET_ACCESSOR_DIRTY(ProjNear,		float,			_param.projNear);
			GET_CONST_ACCESSOR(ProjNear,		float,			_param.projNear);

			SET_ACCESSOR_DIRTY(Softness,		Half,			_param.softness);
			GET_CONST_ACCESSOR(Softness,		Half,			_param.softness);

			SET_ACCESSOR_DIRTY(UnderScanSize,	Half,			_param.underScanSize);
			GET_CONST_ACCESSOR(UnderScanSize,	Half,			_param.underScanSize);

			SET_ACCESSOR_DIRTY(Flag,			uchar,			_param.flag);
			GET_CONST_ACCESSOR(Flag,			uchar,			_param.flag);

			GET_CONST_ACCESSOR(ObjectID,		Core::ObjectID,	_objectID);

			inline float GetBias() const { return static_cast<float>(_param.bias) * 1020.0f; }
			inline void SetBias(float f) { _param.bias = static_cast<uchar>(f / 1020.0f); _dirty = true; }

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