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
@@ -30,8 +30,8 @@ void StaticMeshVertexInput::init(Gfx::PGraphics graphics)
elements.add(accessStreamComponent(data.positionStream, 0));
}
uint8 tangentBasisAttributes[2] = {1, 2};
for(int32 axisIndex = 0; axisIndex < 2; axisIndex++)
uint8 tangentBasisAttributes[3] = {1, 2, 3};
for(int32 axisIndex = 0; axisIndex < 3; axisIndex++)
{
if(data.tangentBasisComponents[axisIndex].vertexBuffer != nullptr)
{
@@ -41,15 +41,15 @@ void StaticMeshVertexInput::init(Gfx::PGraphics graphics)
if(data.colorComponent.vertexBuffer != nullptr)
{
elements.add(accessStreamComponent(data.colorComponent, 3));
elements.add(accessStreamComponent(data.colorComponent, 4));
}
else
{
elements.add(accessStreamComponent(VertexStreamComponent(graphics->getNullVertexBuffer(), 0, 0, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT), 3));
elements.add(accessStreamComponent(VertexStreamComponent(graphics->getNullVertexBuffer(), 0, 0, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT), 4));
}
if(data.textureCoordinates.size())
{
const int32 baseTexCoordAttribute = 4;
const int32 baseTexCoordAttribute = 5;
for(uint32 coordinateIndex = 0; coordinateIndex < data.textureCoordinates.size(); ++coordinateIndex)
{
elements.add(accessStreamComponent(