Adding basic depth prepass

This commit is contained in:
Dynamitos
2021-05-06 17:02:10 +02:00
parent 4a078bd24c
commit 0cf13bcff5
52 changed files with 880 additions and 155 deletions
+11 -1
View File
@@ -120,6 +120,7 @@ struct ShaderCreateInfo
{
//It's possible to input multiple source files for materials or vertexFactories
Array<std::string> shaderCode;
std::string name; // Debug info
std::string entryPoint;
Array<const char*> typeParameter;
Map<const char*, const char*> defines;
@@ -231,7 +232,7 @@ struct GraphicsPipelineCreateInfo
rasterizationState.cullMode = Gfx::SE_CULL_MODE_BACK_BIT;
rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_FILL;
rasterizationState.frontFace = Gfx::SE_FRONT_FACE_COUNTER_CLOCKWISE;
depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
depthStencilState.minDepthBounds = 0.0f;
depthStencilState.maxDepthBounds = 1.0f;
depthStencilState.stencilTestEnable = false;
@@ -246,4 +247,13 @@ struct GraphicsPipelineCreateInfo
colorBlend.blendConstants[3] = 1.0f;
}
};
struct ComputePipelineCreateInfo
{
Gfx::PComputeShader computeShader;
Gfx::PPipelineLayout pipelineLayout;
ComputePipelineCreateInfo()
{
std::memset((void*)this, 0, sizeof(*this));
}
};
} // namespace Seele