Adding transparent geometry to ray tracing

This commit is contained in:
Dynamitos
2024-07-17 10:40:40 +02:00
parent 75e9bc899c
commit 12001152d4
6 changed files with 42 additions and 14 deletions
+6 -6
View File
@@ -23,12 +23,12 @@ using namespace Seele;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
reloadGame();
renderGraph.addPass(new CachedDepthPass(graphics, scene));
renderGraph.addPass(new DepthCullingPass(graphics, scene));
renderGraph.addPass(new VisibilityPass(graphics, scene));
renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
//renderGraph.addPass(new RayTracingPass(graphics, scene));
//renderGraph.addPass(new CachedDepthPass(graphics, scene));
//renderGraph.addPass(new DepthCullingPass(graphics, scene));
//renderGraph.addPass(new VisibilityPass(graphics, scene));
//renderGraph.addPass(new LightCullingPass(graphics, scene));
//renderGraph.addPass(new BasePass(graphics, scene));
renderGraph.addPass(new RayTracingPass(graphics, scene));
renderGraph.setViewport(viewport);
renderGraph.createRenderPass();
}