Basic UI quad, yay

This commit is contained in:
Dynamitos
2021-09-23 10:10:39 +02:00
parent df977110d3
commit 632d120f6d
51 changed files with 579 additions and 187 deletions
+2 -4
View File
@@ -80,11 +80,9 @@ void BasePassMeshProcessor::clearCommands()
}
BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: RenderPass(renderGraph)
: RenderPass(renderGraph, graphics, viewport)
, processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
, scene(scene)
, graphics(graphics)
, viewport(viewport)
, descriptorSets(4)
, source(source->getCameraComponent())
{
@@ -198,7 +196,7 @@ void BasePass::createRenderPass()
Gfx::PRenderTargetAttachment depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout);
renderPass = graphics->createRenderPass(layout, viewport);
oLightIndexList = renderGraph->requestBuffer("LIGHTCULLING_OLIGHTLIST");
oLightGrid = renderGraph->requestTexture("LIGHTCULLING_OLIGHTGRID");
}